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GURPS - Basic Set 3r..

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Maneuver Maximum move Facing change (end Attack Defense Special Notesof move)Aim 1/2 move; max 2after first turn ofaiming.may not changeafter first turn+1 per turn aiming,after first turnnormal, but lose Aimbenefits+3 maximum bonus; rangedweapons lose Acc bonus withoutone turn of aiming.Change Position 0 any none normal See Table of Positions.Step and Ready 1hex any none normal Cannot parry without a readyweapon, or block without a readyshield.Step and Attack 1hex any normal normalAll-Out Attack see special note may not change 2 attacks, or 1 at +4 or passive onlyMove up to half move.feint and attackStep and Feint 1 hex any quick contest (weaponvs. shield, weapon orDX)normalStep and Concentrate 1 hex any none any, but roll IQ-3 or breakconcentrationStep and Wait 1hex any normal, when foe normalcomes in rangeAll-Out Defense 1 hex any none 2 different defenses perattackWin with successful roll: penaltyto foe's active defense by thatmuch next turn. Both weaponsstill ready.Used with magic or psionics only.If you didn't move on your turn,you can move 1 hex forward andattack.No more than 2 parries perweapon, and 2 blocks.Move Up to Move score Up to 1/2 Move: wild swing only; normal See Tables of Positions forforward (cost 1 )side or back (cost 2)any facingMore than 1/2:penalties (see p. 105)for arming or firingcosts.change facing(1/hexside)side) change 1 hexside ranged weaponsRandomLocationBody-PartHit Penalty-(Subtractfrom AttackSkill)Result of 1DamageMajor4 Brain 4 -7 See notes 1 and 4.or less5 Head 4 -5 No DR; no special damageto results, but critical hits goCritical Head Blow Table._ Eyes -9 See note 2.- Eyes (through -10 As above. Armor does nothelm's eyeslits) protect! See note 2.6 Shield (far) arm 3 -4 Damage over HT/2 cripplesarm. Excess damage is lost.7 Hand (roll for leftor right)-4 Damage over HT/3 crippleshand. Excess damage is lost.- Shield (left) hand 3 -8 As above.8 Weapon (near) -2 As for shield arm.9-11 Body 3 (i.e.. torso) 0 No special results.12 Far leg 3 _2 Damage over HT/2 cripplesleg. Excess damage is lost.13, 14 Near leg 3 -2 As above.15, 16 Foot (roll for left -4 Damage over HT/3 cripplesor right)foot. Excess damage is lost.17 or more Vital organs (in -3 Impaling weapons thattorso) 4penetrate armor do tripledamage, not double.Weapon (see attack mods) -3 to -5 Weapon may fall or break.Random location is used when a part of the body must be randomlytargeted (for instance, by falling rocks or an arrow fired from far off).Roll 3 dice to see what was hit. Some parts are never hit randomly.Hit penalty shows the subtraction to skill when attacking a part ofthe body. Note that armor may also give a body part extra passivedefense!Major damage shows the effect a serious wound has on a body part.1. If the brain is hit. the skull provides a natural DR of 2. This is inaddition to any armor, toughness, etc.. the victim possesses. However,shooting for the eyes avoids this DR. and shooting for the eyeslits of ahelm avoids both the helm's DR and the skull's DR! After skull's DRof 2 is subtracted, any hit does 4 times basic damage (regardless ofweapon type). Victim is stunned on hits over HT/3, knocked out if overHT/2.2. More than 2 hits of damage blinds the eye. An impaling or missilehit (if the missile is under 1" across) gives an automatic brain hit. asabove; skull's DR does not protect! If the target is wearing a helm, only amissile or thrusting attack can hit the eye. and the attack is at -10.3. The table is designed to distinguish between the arms of a shieldcarryingman. If a shield is not present, and neither arm is nearer, theleft arm/hand is no harder to hit than the right: roll randomly to determinewhich arm (or leg) is hit.4. Any blow to the head or brain, or any crushing blow to the vitalsrequires the victim to make a roll against HT to avoid knockout (seeKnockout, p. 127). Vitals may only be targeted by missile or thrustingattacks. If the brain, head or vitals are targeted, a roll that misses byonly 1 gives a hit on the torso.Position Attack Defense or penalty MovementStanding Normal Normal Normal: maysprintCrouching -2 Ranged weapons -2 to hit; + '/: cost perKneeling -2normal vs. othersRanged weapons -2 to hit; -hex+2 cost per hex2 to any active defenseCrawling (2 Only close Ranged weapons -4 to hit: - +2 cost per hexhexes) attacks 3 to any active defenseSitting -2 As for kneeling Cannot move!Lying down(2 hexes)-4 exceptw/crossbowor gun +1As for crawlingOnly 1 hex/turn

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