The <strong>GURPS</strong> combat system is designed to allow a realistic simulation of allkinds of combat action. This involves a great deal of detail. Therefore, combat is presentedin two versions: <strong>Basic</strong>, for the beginner and for the group more interested inroleplaying than combat . . . and Advanced (p. 102) for those wanting playable detailand realism.COMBAT TURN SEQUENCECharacters act one at a time, until they have all taken a turn: then they start over.The sequence in which they act can be determined in either of two ways (see sidebar).Your turn starts when you choose a maneuver, and ends when you choose your nextmaneuver - that is. after all other characters have acted once. Each turn represents onesecond of real time.MANEUVERSStart each turn by choosing any one of the following maneuvers. The maneuver youchoose will also affect your defenses if you are attacked before your next turn. You donot select a defense until you are actually attacked - but the maneuver you choose willgovern the defenses you can use. Defenses are explained on p. 98.MoveMove, and do nothing else (except for the "free" actions listed on p. 97). You mayuse any legal active defense.Movement and special actions are wholly abstract: no gameboard is required. If adecision about movement becomes important ("How long will it take me to run acrossthe room and grab the jewel?"), the GM provides it. A character's Move is equal to thenumber of yards he can run per second - a Move of 5 lets you run 5 yards per second,and so on. If you prefer more detailed and accurate movement rules, use the AdvancedSystem.Change PositionGo from standing to prone, kneeling to standing, or any other position change. (Ittakes two turns to go from prone to standing: first you kneel, then you stand.)Exception: You can go from kneeling to standing, or vice versa, and attack on the sameturn (below).You can use any defense on the turn you change position.ReadyReady any weapon or other item (see sidebar, p. 104). Any weapon is "unready" if itis in its scabbard or holster. An axe, mace or other heavy weapon becomes "unready"when you swing it; it must be readied again before each use! Some weapons must be"readied" for more than one second after each use.You can parry with a weapon, or block with a shield, as soon as you have readied it -that is, on the same turn! You can also use any other legal active defense on the turnwhen you ready an item. Exception: If you are "readying" a missile weapon by reloadingit, your only defense is to Dodge - and if you Dodge, you lose the benefit of that Iran ofreloading.Note that, even if you are ambidextrous, you cannot ready one weapon on the sameturn you attack with another.Turn SequenceThere are two ways to determine whogoes first: the easy way, and the realisticway.The Easy WayEach player rolls a die. The winnergoes first. After that, players take theirturns in order, moving clockwise aroundthe table. If a player controls several characters,they may act in any order - and itdoes not always have to be the same order.This system has the advantage of simplicity.However, there is a slight advantagein going first in each rotation.Realistically, this advantage would go to thefastest characters. If you would prefer to playthis way, use ....The Realistic WayBefore combat begins, compare theMove scores of all characters. The highestMove goes first: put a "1" in the"Sequence" box at the top right of hischaracter sheet, as a reminder. (Use pencil!)The second-highest Move score goes next,and gets a "2" And so on. In case of ties, thehighest basic Speed goes first; here is wherea 5.5 is better than a 5.25, for instance. (Ifanyone is still tied, roll dice to see who goesfirst.)Which is Better?Over a few turns of combat, the advantagesand disadvantages of sequencing tend toaverage out. Use the method you are mostcomfortable with. If there are more than adozen fighters in the game, though, the easyway is much faster.A weapon with a length of chainbetween the handle and the head is a flail. Theone-handed flail is a "morningstar."Because of the chain, a flail can "wraparound" a foe's weapon when he tries toparry it. Therefore, any parry against a flailweapon is at a -4. And fencing weapons,with their light blades, cannot parry a flail atall! Even a shield is less useful against a flail;blocks are at -2.
Reloading TimeSling: 2 seconds to reload - can befired every 3 seconds.Bow: 2 seconds to reload - can be firedevery 3 seconds.Crossbow (your ST or less): 4 secondsto cock and reload - can be fired every 5seconds. If ST is up to 2 greater thanyours: 8 seconds to cock and reload - canbe fired every 9 seconds.Guns: Repeating guns are divided intothree kinds: replaceable magazine, integralmagazine and revolvers.Integral magazines take 3 seconds ofpreparation, plus one second per round.Changing magazines for a replaceaplemagazine gun (or stripping a clip into aMauser-type action) takes 3 seconds (oneto prepare, one to acquire, one to insert).Revolvers: Single-ejecting revolverstake one second to prepare for unloadingand one second per round to unload theempties. Reloading takes one second toprepare and two seconds per round to load,plus one second to ready for firing or carrying.Simultaneously-ejecting revolverstake three seconds of preparation plus onesecond per round of loading time.See also the Speed-Load skill (p. 52)."My Weapon's Stuck!" -The Problem with PicksWeapons that are swung for impalingdamage - picks and the like - do a greatdeal of damage. The drawback is this: theymay get stuck in your foe!Any time such a weapon penetrates thefoe's armor, it may stick. On your nextturn, roll against your ST. A successful rollmeans your weapon is not stuck, and youmay re-ready it on the following turn.A failed roll means it is stuck. You cannotuse it or ready it. You may roll again at thebeginning of each turn to try to unstick it,but you can do nothing until you succeed.A critical miss on this roll (a 17 or 18)means the weapon is permanently stuck,and you might as well drop it; you canrecover it after combat, if you survive.When the pick comes unstuck, it doeshalf as much damage as it did originally.For example, if the final damage done bythe original wound was 4 or 5 hits, it doesanother 2 hits when it is pulled free.If you cannot pull your pick free duringcombat, your attempts do your foe no extradamage (for game purposes). After combat,you will be able to recover the pick ifyour foe is lying on the battlefield.If your weapon is stuck in a foe, and hetries to move away, roll a Quick Contest ofStrength. If your foe wins, he pulls theweapon out of your hands. If you win,your foe can't move. If you tie, the weaponcomes loose and does damage as above.Weapons with this drawback includepicks, warhammers and (when swung toimpale) halberds.ReloadingUse the "Ready" maneuver to reload a missile weapon. This will require severalturns. With a sling, for instance, you need one second to "ready" the rock, and one secondto put the rock in the sling. If you don't aim, you can fire on the third second. Crossbowstake much longer. First you must cock the bow - this takes 2 seconds for a bow of yourST, or more for a heavier bow. Then you must ready the arrow (1 turn) and load the bow (1turn).Reloading time for missile weapons is shown in the sidebar. Note that the Fast-Draw skill (p. 50) can speed reloading for an archer (to draw arrows) or a gunman (tograb a magazine or speedloader).AimAim a ready ranged weapon at a specific target. You must name your target. Yourattack is at -4 if you use a ranged weapon without aiming unless your effective skill is atleast equal to the weapon's Snap Shot number (p. 115). If you aim for one turn, yourattack is at your normal skill level plus the weapon's Accuracy modifier (p. 115). Youmay aim for up to three more turns, getting a further +1 bonus for each turn you aim.You can use any defense while you are aiming . . . but to do so will spoil your aimand you lose all the accumulated benefits. If you are injured while aiming, you mustmake your Will roll or lose your aim.AttackAttack any foe with your ready weapon. The GM always has the option of ruling(for any reason having to do with the situation) that some characters may not attack certainenemies. For instance, ten characters could not hit the same human-sized foe at once.(Even three or four attackers at once would be unlikely unless their victim had no allies!)Note also that if the battle is in close quarters, bows and similar missile weapons shouldonly be allowed one shot each - then the fight will go to hand weapons.You may parry (with a ready weapon), block (with a ready shield) or dodge on thesame turn you attack.All-Out AttackAttack any foe with hands, feet or a ready hand weapon. You have four choices:(a) Make two attacks against the same foe. if you have two ready weapons, or oneweapon that does not have to be readied after use:(b) Make one feint (see below), and then one attack:(c) Make a single attack, at a +4 bonus to your skill!(d) Make a single attack, at normal skill, doing +2 damage if you hit.However, if you choose this maneuver, you may make no active defenses at all untilyour next turn.Feint"Fake" an attack with a hand weapon. You cannot feint at someone unless youcould have hit him with an attack or all-out attack.When you feint, roll a Quick Contest of Skills (see p. 87): your weapon skill againstyour foe's shield or weapon skill. (If he has no shield or hand weapon, or if his DX isbetter than his shield or hand weapon skill, he rolls against his DX instead.) A feint does notmake any weapon unready.If you fail your roll, your feint is unsuccessful. Likewise, if you succeed, but your foesucceeds by as much or more than you do. your feint fails.If you make your roll, and your foe fails, the amount by which you made your roll issubtracted from the foe's active defense if you attack him on your very next turn. Forinstance, if your skill is 15 and you roll a 12. your feint is a success and your foedefends against you at -3 next turn. (Your allies cannot take advantage of your feint: thedefense penalty applies only to your attack.)If you and your foe both succeed, but you succeed by more, the difference between theamounts is subtracted from the foe's defense. Example: Your skill is 15. and you roll a 10.You succeeded by 5. Your foe's skill is 14. and he rolled a 12. He succeeded by 2. Thedifference is 3. so he will defend at -3 next turn.This maneuver can be a lifesaver- or a total waste of time. Use it wisely.
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17. FLIGHT.........................
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Materials Needed for PlayThe GURPS
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WHAT IS ROLEPLAYING?A roleplaying g
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Character TypesThere are no "charac
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Four numbers called "attributes" ar
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You are free to set the physical ap
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REPUTATIONSome characters are so we
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These are character traits that are
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Legal Enforcement Powers 5, 10 or 1
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Rapid Healing5 pointsThis advantage
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A minor deity as Patron to a travel
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ReputationVariable (see p. 17)Socia
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Lame-15,-25, or -35 pointsYou have
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Bad Temper-10 pointsYou are not in
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Dyslexia-5 or -15 pointsYou have a
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Pacifism-15 or -30 pointsYou are op
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Shyness-5,-10,-15 pointsYou are unc
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You have a significant responsibili
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A "quirk" is a minor personality tr
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SpecializingRequired Specialization
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Encumbrance and MovementEncumbrance
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A critical miss means the energy co
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oll will not end the spell, but the
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If the subject makes the resistance
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won't work. If anyone but the caste
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ANIMAL SPELLSThese are the spells r
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If the summoning spell is repeated,
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Cost: 1 for an object up to the siz
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Armor EnchantmentsThese spells work
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AuraInformationShows the caster a g
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Psionics, or "psi" abilities, are p
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GlossaryESP - Extra-Sensory Percept
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Psionics and MagicMagic and psionic
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PSYCHOKINESISThis power covers movi
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Pside EffectsPsi skills can have "s
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Limitations(Continued)Fickle: varia
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Player-Made MapsWhenever the player
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Predetermined ReactionsCertain NPCs
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Dealing with the PlayersArgumentsAs
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Time Use SheetsThe Time Use Sheet (
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Weapons and Armor0. Fists and stone
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Weather(Continued)WindWinds from ga
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Gold and SilverA traditional assump
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JobsThe jobs available in each game
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Job (Prerequisites), Monthly Income
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Sooner or later, every GM wants to
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Features of a GoodAdventureA good a
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World-BuildingA game world is a com
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CRITICAL HIT TABLEAll doublings or
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When the players meet an NPC whose
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Weapons are listed in groups, accor
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MODERN AND ULTRA-TECH WEAPONSWeapon
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ANCIENT/MEDIEVAL ARMORUse this tabl
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FANTASY/MEDIEVAL EQUIPMENTThe follo
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After eight printings of the GURPS
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of Divination should match the "fla
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Minor disadvantage: -5 points. Agai
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Whether through an accident of birt
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Note that this disadvantage is inco
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SKILLSARTISTIC SKILLSVideo Producti
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traders, and chess-like games are c
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If, during an adventure, a philosop
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VITAL ORGANSThese are optional rule
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INSTANT CHARACTERSThis quick refere