GURPS 4e Combat Actions: Ready

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ATTACK MOVE DEFEND GURPS 4e Combat Actions

GURPS by SJ Games
JUMP Rendering by Rick Osborne (v3.5)
Work not licensed for
Choose 1 Full Move
Know about commercial use
the attack?

Y
No active Feverish Concentrate
Melee Ranged defense defense? 2 rounds?

N
Y
Telegraphic Close
Extra effort
attack combat?
Drop prone? N
-1 FP ½ distance Y Over

Y
Y

Y
Optional - Bulk +3 DO
-1 FP extras to Skill
N
to Dodge
N Ranged? One of
NOTHING
+2

N
+2 +4 Need to avoid
Stunned? to single Onto
SM diff < 3 ?
to Damage to Skill ally? (too big)
Defense

N
Y

Y
Better of
Size Modifier -2 N -4 N Step back
Jump takes -1 ALL-OUT
(table) entire turn
to Skill to Skill to Move DEFENSE
+1 +2

Y
Size
Vertical or
to Damage to Defense Modifier, 1x per turn Retreat? One of Fall prone
Long?
per die (defender) with ...

Y
𐄂
3+½
Deceptive /
Range Skill (round Block N +3 DX / N Choose 1
Leading ? to Dodge Jumping
down)
+1


Y
Y

Each -2 to
N
Penalty ∙ 1st try this ∙ Increased Double
Skill → -1 to to Skill Sum One of to Block / Crit fail? MOVE
turn? Defense Defense
Defense (table) Parry
-4

N
Location Use 2

N
Miss! modifier Target speed to Skill Parry (continue) Y defenses for
(table) 1 attack
∙ Sm Pierce: each after 1st +2
𐄂

Weapon
Skill Subtract DR * 0.5 Master / Dodge Fall damage to one
active
damage Fencing?
-10

Y
Ranged: Round down, defense
Reduce N Reduce Acrobatic?
✓ ½ damage One of min 1 damage SM +10
penalty by ½ penalty by ½ (1x per turn)
distance? if any 100 yd
Impaling: Crushing: ∙

N
Y

Y
Trained MOVE &
Crit * 2.0 * 1.0 by a (continue) Acrobatics
ATTACK
Dodge?
damage Cut/Lg Pierce: damage Master? ∙
-9


N

N
Y

Y
3+½
DEFEND Basic damage * 1.5 Skill (round +2 𐄂 ½
MOVE SM +9
down) to Skill
damage 70 yd
Y

(defender) Round down, (optional)


Hit? min 1 damage
Basic Speed - -2 Both
(3 + Enc) to Skill
if any
-8
N

ALL-OUT ∙
(continue)
Lose
Choose 1
Retreat SM +8
ATTACK 50 yd
Melee Ranged

CONCEN- No defense -7
READY TRATE
until next
turn!
Only forward! Worse of SM +7
30 yd
Choose 1 -4 - Bulk
to Skill to Skill
Ranged +
-2 -6
Close
Combat? ∙
Distraction? Ranged
FEINT MOVE
to Skill
SM +6
20 yd

N

Extra Skill cap: Lose


Effort? DX Will - 3 N Choose 1 Melee
9 Aim

-5
N

Y Ready 1 item 𐄂 𐄂 Maintain


Determined Strong Contest! ATTACK
or adv focus SM +5
15 yd
Lose Suppression
-1 FP Ready fails!
focus! Fire
Choose 1 ATTACK Defender Attacker

+4 / +1 Have done -4
melee / rng Better of Best of shield bash? SM +4
(optional)
to Hit ∙ ∙ 10 yd
+1

Y
Ready 1
DX /
melee
weapon
Requires RoF
5+
Double
(one foe) damage per
die
Weapon
Shield N
WAIT
+2 -2
ANY
AIM ATTACK
damage
Cloak /
Shield
Weapon SM +2
5 yd
CHANGE 2 yd Zone, ∙ ∙
+ Zone if RoF Choose 1 Success? Success? Explain
POSTURE 10+
-1

Turn # FEINT Both 𐄂 Defense ✓ No effect ATTACK


Coordinate
Margin with group SM +1
3 yd
3+

+2
1

Main hand 0 When


2 Lying /
Brace? to Acc or Ambidex Defense Attack Margin triggered,
Prone?
each turn (normal) Margin one of
0
N
N

Attack Margin
Y +1 Y Any
ATTACK
Off hand
> Defense FEINT READY SM 0
to Acc posture (no Ambi)
Margin? 2 yd
+1
N

(defender)
to Acc
+Acc Not Standing -4 No effect Def - Atk
ALL-OUT
to Skill Skill ATTACK
(once) to Skill
0
SM -2
1 yd

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