GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Close Combat (Average) Defaults to any close-combat<br />
Weapon skill-2 or other Weapon skill-6<br />
Prerequisite: Any weapon skill; must specialize;<br />
cannot exceed prerequisite skill level,<br />
or skill-3 for long weapons<br />
In close combat, weapon attacks made with legal close-combat weapons are<br />
normally at -2, while longer weapons may not be used to attack at all. This<br />
maneuver can be learned to eliminate the -2 for using a close-combat weapon at<br />
reach C, or to allow longer weapons to attack in close combat.<br />
For a legal close-combat weapon (Blackjack, Knife, etc.), this maneuver can be<br />
improved to allow the weapon to be used at no penalty in close combat,<br />
although the Close Combat maneuver cannot exceed the prerequisite skill level.<br />
For a longer weapon, this maneuver allows an attack to be made at a reach 1<br />
hex shorter than its shortest normal reach, but at -6. This involves holding the<br />
weapon as far away from the target as possible and requires at least 1 hex of<br />
clearance behind and to one side of the attacker. Characters can reduce the penalty<br />
with certain weapons by learning to shift grips on their weapon, practicing<br />
attacks that maximize the available maneuvering space, etc. By improving this<br />
maneuver, the penalty for using a longer weapon can be reduced to as little as -3.<br />
This maneuver must be learned for each weapon skill the character wishes to<br />
improve.<br />
Disarming (Hard) Defaults to DX, Judo or Weapon skill<br />
Prerequisite: none<br />
This maneuver allows an unarmed man to take an attacker's weapon. The<br />
defender must have successfully parried the weapon attack, or must grab the<br />
weapon arm, as per p. B111, substituting Disarming for DX. On the next turn, a<br />
Quick Contest between Disarming and DX is necessary to remove the weapon. A<br />
failure means the attacker keeps the weapon: a critical failure means a hit on the<br />
hand! For weapons that have disarming capabilities, replace Disarming with the<br />
appropriate weapon skill.<br />
For another way to disarm an opponent, see Ann or Wrist Lock (p. 165).<br />
Dual-Weapon Attack (Hard) Defaults to Combat skill-4<br />
Prerequisite: Any one-handed combat skill;<br />
must specialize; cannot exceed prerequisite skill level<br />
This maneuver allows the attacker to strike with two weapons at once, at the<br />
same foe or two adjacent ones. Each weapon is at -4, in addition to any off-hand<br />
and hit location penalties. Such attacks are difficult to defend against if aimed at a<br />
single foe. The defender's attention is divided: -1 to defend against each attack of a<br />
Dual-Weapon Attack aimed at a sole opponent. (This applies to any number of<br />
attacks made with paired weapons.)<br />
If multiple attack rules are being used, an attacker with two weapons can<br />
add one extra attack to his total, at -4. The other attacks receive no modifiers.<br />
He can distribute his attacks between the two weapons as he desires.<br />
Elbow Strike (Average)<br />
Defaults to Karate-2<br />
Prerequisite: Karate; cannot exceed Karate skill level<br />
This maneuver is particularly useful if somebody is attacking or grappling<br />
you from behind. To attack enemies behind you in close combat, roll against<br />
Elbow Strike, with no modifiers for not facing the enemy (attacks to a specific<br />
part of the body, such as the vitals or head, are at an extra -1, for a total of -3, in<br />
addition to the standard penalties on p. B203). Frontal attacks are resolved as<br />
for a normal punch. The attack does the same damage as a Karate punch.<br />
Just Watch This One!<br />
(Continued)<br />
Tumbling (Special)<br />
Defaults to Acrobatics;<br />
cannot exceed Acrobatics skill<br />
level<br />
Tumbling, also called Vaulting, includes<br />
such basic maneuvers as the forward roll,<br />
backward roll, diving roll, and others that<br />
most people think of when they try an<br />
Acrobatics roll in a combat situation. This is<br />
the skill that an Acrobatic Dodge (p. B108)<br />
is rolled against. Likewise, diving between a<br />
foe's legs, reducing falling damage, vaulting<br />
to the back of a horse, diving through a<br />
window, etc., are all uses of Tumbling.<br />
A basic acrobatic maneuver that isn't<br />
included in the Basic Set is a Chest Roll -<br />
from knees to feet in one second, ending<br />
up one or two hexes directly in front of or<br />
directly behind the acrobat. This amounts<br />
to a successful Acrobatics roll allowing the<br />
character to get from knees to feet and end<br />
in a hex other than where he started the<br />
turn. A Backward Chest Roll (toward the<br />
rear hex) is at -2.<br />
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