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GURPS - Compendium 1..

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SAMPLE COMBAT<br />

MANEUVERS<br />

The following are some combat maneuvers that might be of use in an<br />

action-oriented campaign. See the sidebars for some maneuvers that can be used<br />

with the Acrobatics skill. Many more, highly-specialized combat maneuvers can be<br />

found in <strong>GURPS</strong> Martial Arts.<br />

Arm or Wrist Lock (Average)<br />

Defaults to<br />

Judo or Wrestling* Prerequisite:<br />

Judo or Wrestling*<br />

A character with the Judo or Wrestling skill can twist an opponent's limbs,<br />

paralyzing or crippling him.<br />

First, you must either successfully Parry an attack in hand-to-hand combat<br />

(this can be a weapon attack, if the foe is no more than one yard away) or make a<br />

grapple (using DX, Judo or Wrestling). If you succeed, you grab one of the<br />

victim's arms. On the same turn, roll a Quick Contest: your Arm Lock skill vs.<br />

his DX, Wrestling or Judo skill (whichever is best). If you win, you have<br />

trapped his arm in a lock. The attacker may indicate the particular nature of the<br />

lock (i.e., behind the foe's back, his arm extended from his side, etc.). Your foe<br />

may try to break free; use Arm Lock+4 or ST against his ST or Judo in another<br />

Quick Contest. If you win, you have immobilized the arm; the victim can try to<br />

break free in subsequent rounds, but at a cumulative -1 penalty.<br />

On the next turn, you may choose to inflict pain or damage on the trapped<br />

limb. A third Quick Contest (Arm Lock or ST vs. HT) is required. The victim is at<br />

+3 if he has the High Pain Threshold advantage and your intention was only to<br />

cause pain. If you win, you inflict 1 point of damage or pain (causing DX and IQ<br />

penalties without actual damage) for every point by which you make the roll. If you<br />

do crippling damage, you break the arm or hand you were holding; no further<br />

damage can be inflicted, but all further attempts to cause pain are at +3! The arm<br />

lock counts as torture for the purposes of Interrogation (see p. B66). The victim<br />

must also make a Will roll minus the damage inflicted, or drop any weapon he<br />

was holding in that hand. Of course, it the hand or arm is crippled, any weapon<br />

held by it is automatically dropped.<br />

Furthermore, other attacks may be inflicted on the victim: close combat<br />

attacks can be used against someone held by the lock, and the victim defends at -4.<br />

in addition to any other penalties caused by the damage or pain caused by the<br />

lock itself.<br />

*A stick, tonfa or other weapon can be used as a lever to inflict an Arm<br />

Lock. Use the rules above, except that the default and prerequisite skills become<br />

the appropriate weapon skill (usually Short Staff, Shortsword or Tonfa).<br />

Maneuvers and Optional<br />

Specializations<br />

Maneuvers and optional specializations<br />

(see p. B43) are two different ways of representing<br />

the fact that in real life, some<br />

people will train to become especially<br />

good at one aspect of a skill. In <strong>GURPS</strong><br />

terms, an optional specialization is chosen<br />

when you want to focus on a specific body<br />

of knowledge covered by a more general<br />

skill, while a maneuver is learned when<br />

you want to focus on a specific technique<br />

taught by a skill. In other words, one<br />

reflects theory and the other, p ractice.<br />

When a skill has been learned with an<br />

optional specialization and is also being<br />

used as the basis of maneuvers, maneuvers<br />

can default to either the general skill or the<br />

specialized skill, but the player must specify<br />

where the points are being spent. A general<br />

maneuver describes the technique as it<br />

applies to the entire body of knowledge<br />

covered by the skill, while a specialized<br />

maneuver will only cover that technique as it<br />

applies to the specialization.<br />

Example: A character with Chemistry -<br />

15 takes the optional specialization of<br />

Organic Chemistry at 20, which means that<br />

his general Chemistry skill is 14. If the<br />

GM rules that Synthesis is an Average procedure<br />

that defaults to Chemistry -2, then<br />

the character has a default of 18 in<br />

Organic Synthesis, but only a 12 in all<br />

other forms of Synthesis. If he decides to<br />

improve his default, then he must specify<br />

whether the points are being spent on the<br />

general or specialized maneuver.<br />

Maneuvers and<br />

Familiarity<br />

At the GM's option, the maneuver rules<br />

can also be used to handle skill familiarity<br />

(p. B43) for technical skills. The character<br />

uses familiar equipment within his specialization<br />

at full skill, but uses unfamiliar<br />

equipment at a skill penalty of -2 to -4.<br />

With this system, the use of an unfamiliar<br />

item of equipment becomes a new maneuver,<br />

defaulting to skill-2 to skill-4. It can<br />

be improved to a maximum level equal to<br />

the underlying skill. This allows a character<br />

to "buy" familiarity with a wide variety of<br />

equipment.<br />

Most familiarities should be treated as<br />

Average maneuvers, unless the equipment<br />

in question is especially odd. Note that<br />

when these rules are being used, characters<br />

receive only one familiarity for "free,"<br />

regardless of skill level, and must buy any<br />

others that are desired. For firearms, which<br />

usually have a -2 unfamiliarity penalty, full<br />

familiarity would cost 1 point per added<br />

type. For the fencing weapons (rapier,<br />

smallsword and saber), which usually have a<br />

-4 penalty, full familiarity would cost 4<br />

points per type.<br />

165

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