Combat Maneuvers: Difference between revisions
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==See Also== | ==See Also== | ||
[[2d Damage]] | [[Detect Lies]] | [[Interrogation]] | [[Meditation]] | Tactics | [[2d Damage]] | [[Detect Lies]] | [[Interrogation]] | [[Meditation]] | [[Tactics]] | ||
[[Category: Image's House Rules]] | [[Category: Image's House Rules]] |
Revision as of 15:46, 3 February 2010
This house rule ensures that PCs that use good tactics actually have the Tactics skill. It makes use of an idea for "Untrained Fighters" given in GURPS Martial Arts 4th edition p. 113.
Tactics
IQ/Hard
Defaults: IQ-6 or Strategy (any)-6
In addition to B224, if you have Tactics at IQ level, then the GM must reveal your attacker's melee-combat rolls. This is an attempt to model people with Tactics training determining if an opponent is superior or just getting lucky. GM's that don't want to show their die rolls should at least provide the PC with information like "He hasn't connected yet, but it's obvious that he's at least your equal." or "Even though he's getting the best of you, you're convinced he's not had formal combat training."
Furthermore, some combat maneuvers now have a Tactics skill prerequisite. See the table below (which is a modification of the Quick Reference Table of Combat).
Combat Maneuvers
Choose one maneuver on your turn. A character who is Stunned must choose the Do Nothing maneuver.
Action | Description | Movement | Defense | Tactics Prerequisite |
---|---|---|---|---|
Attacks | Extra Attack, Feint, Deceptive or Telegraphed Attack, Dual-Weapon Attack, or Rapid Strike are options | |||
Attack | Make 1 attack | 1 step | Any Active Defense | none |
All-Out Attack | Make two melee attacks; or 1 melee attack at +4 to hit; or 1 melee attack at +2 damage; or gain 1 hex reach on a melee attack; or make 1 ranged attack at +1; or Feint and make a Ranged Attack ; or use Suppression Fire |
1/2 Move forward; must be before attack | No Active Defenses | 8 |
Committed Attack | Make 1 melee attack at +2 to hit; or 1 attack at +1 damage |
1 step; 2 steps at -2 to attack | Cannot defend with limb used to attack and any other Active Defense is at -2; cannot retreat | 10 |
Defensive Attack | Make 1 melee attack at -2 damage | 1 step | Any Active Defense; +1 to Parry or Block; or Parry with a U weapon |
10 |
All-Out Defense | Do not attack at all | 1 step; or 1/2 move if +2 Dodge | Any Active Defense; +2 to Dodge or Parry or Block; or use two Active Defenses against a single attack |
8 |
Attacks while moving | Extra Attack, Deceptive or Telegraphed Attack, or Dual-Weapon Attack are options | |||
Move and Attack (Melee) | While moving, attack at -4 with a maximum skill of 9 | Full move; may attack at any time | Block or Dodge; Cannot Retreat | 8 |
Move and Attack (Ranged) | Move and make a ranged attack with weapon's Bulk as a penalty | Full move; may attack at any time | Block or Dodge; Cannot Retreat | 8 |
Move and Attack (Slam) | Move and knock down a target by rolling under DX, Brawling, Shield, or Sumo Wrestling | Full move and attack at end | Block or Dodge; Cannot Retreat | 8 |
Move and All-Out Attack (Slam) | Move and knock down a target by rolling under DX, Brawling, Shield, or Sumo Wrestling; get a +4 bonus or Feint and knock down or get +2 damage bonus | Full move and attack at end | No Active Defenses | 8 |
Movement | ||||
Move | Move and do not attack | Full move | Any Active Defense | none |
Change Posture | Switch from standing to sitting, kneeling, crawling, lying prone, or lying face up or switch from crawling, kneeling, or sitting to standing or lying down or switch from lying down to crawling, kneeling, or sitting |
None | Any Active Defense | none |
Preparations | ||||
Ready | Prepare a weapon or item to be used | Step | Any Active Defense | none |
Aim | Get a cumulative +2 bonus to hit a specific target with a ranged weapon per aim maneuver, up a maximum of Acc + 6. | Step | Any Active Defense, but lose Aim bonus | none |
Evaluate | Get a cumulative +2 bonus to a hit a specific target with a melee weapon per evaluate maneuver, up to a maximum of +6 (not cumulative with Telegraphed attack) | Step | Any Active Defense, at +1 against specific target's attacks | 8 |
Concentrate | Prepare a spell or special power for use | Step | Any Active Defense, but potentially lose concentration | none |
Specials | ||||
Do Nothing | Don't do anything | None | Any Active Defense | none |
Wait | Wait for something to happen and then take an All-Out Attack (Melee), Committed Attack, Attack, Defensive Attack, or All-Out Attack (Ranged) maneuver | as per triggered maneuver | as per triggered maneuver | 8 |
Attack Options
These effects may be combined if the maneuver allows them, except for Rapid Strike and Dual-Weapon Attack are mutually exclusive. Weapon Masters and Trained by a Master halves the penalty for Rapid Strike and Dual-Weapon Attack.
Attack Options | Effect | Tactics Prerequisite |
---|---|---|
Feint | Give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's Active Defense against your next attack; or give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's next Attack against you |
10 |
Deceptive Attack | Take -2 to attack per -1 on any of opponent's Active Defenses against that melee attack; or take -2 to attack per -1 to a target's Dodge against a ranged attack |
10 |
Telegraphed Attack | Take a +4 to attack and give opponent a +2 on all Active Defenses against that melee attack | none |
Rapid Strike | Once per turn, give up an attack to attack with a melee weapon to attack twice at -6 |
10 |
Dual-Weapon Strike | give up an attack with a melee weapon or pistol to attack with a weapon in each hand at -4 | 10 |
Extra Attack | Take an extra attack. You must have a specific advantage to do this. | none |
Active Defenses
Normally, only 1 Active Defense can be attempted against a single attack. Some maneuvers prevent a defender from using certain Active Defenses. All Active Defense are at a -4 penalty while Stunned. Multiple uses of the same Active Defense in a turn accumulate penalties that are zeroed at the start of character's turn.
Weapon Masters and Trained by a Master halve multiple parry/block penalties. Fencing weapons, long two-handed weapons, or mobile unarmed skills (Boxing, Karate, or Judo) also halve multiple parry penalties. Effects are cumulative (-1 penalty for multiple parries).
Active Defenses | Effect | Tactics Prerequisite |
---|---|---|
Parry | One per arm. Can only cancel melee attacks or thrown weapons. Additional parries are -4 per arm repeated. | none |
Cross parry | Requires a weapon in each hand, and can not make any further Active Defenses with those limbs. Make a parry at +2 | 12 |
Supported parry | Support a weapon parry with an empty hand. Cannot make any further Active Defenses with those limbs. Make a parry at +1 | 12 |
Block | One per arm with a shield. Can cancel any attack. Additional blocks are at -5 each. | none |
Dodge | Can cancel any attack. No penalties for additional dodges. | none |
Acrobatic Dodge | Can cancel any attack. Only one attempt per turn. Roll Acrobatics; success gives Dodge +2 and failure gives Dodge -2. | none |
Retreat Options
No character can retreat more than once per turn. Some maneuvers or postures do not allow retreats. It is never legal to retreat into obstructed terrain.
Retreat Options | Movement | Effect | Tactics Prerequisite |
---|---|---|---|
Retreat | 1 step directly away from opponent | +3 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks or +1 to Block or Parry against melee attacks |
8 |
Dive or Drop | Go prone in current space | +3 to Dodge against ranged attacks or +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks or +0 to Block or Parry against melee attacks |
8 |
Sideslip | 1 step in any direction except directly toward or away from opponent | +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks or +0 to Block or Parry against melee attacks |
12 |
Slip | 1 step directly toward opponent | +1 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks or -1 to Block or Parry against melee attacks |
12 |
Sacrificial Dodge | 1 step between an ally and a foe | Roll a Dodge. Success means attack meant for ally hits you instead. | 10 |
Low Line Parry | No movement | Counts a parry for maneuvers that limit parries and requires at least 2 functional legs. Roll a parry against an attack below the waist. | 12 |
Grappling
Grapples are initiated by any attack maneuver at Close Combat range. Any Active Defense will cancel a Grapple attempt. The following actions are attack options after a Grapple has been started.
Action | Effect | Tactics Prerequisite |
---|---|---|
Break Free | After being grappled, initiate a Quick Contest of ST. On a win, the grapple ends and you may Step in any direction. | none |
Arm Lock | After a Judo parry or grappling an arm, attack with Judo or Wrestle. If successful, victim's arm is pinned. On subsequent turns, initiate contest of Judo/Wrestle vs Judo/Wrestle or ST as a free action and do Margin of Success crushing damage to victim's arm. | none |
Judo Throw | After a Judo parry or a grapple, attack with Judo. If successful, opponent is prone and must roll HT or be stunned. Roll at -1 to do thrust/crushing damage to victim. If the opponent is in a lock, do swing/crushing damage to the body part in the lock. | none |
Choke | After grappling the neck, initiate a Quick contest of ST vs ST or HT. Do Margin of Success crushing damage to victim's neck and suffocate him (1 FP/turn) | none |
Choke Hold | Grapple the neck from behind. On subsequent turns, initiate a Quick Contest of ST+3 vs ST or HT. Do Margin of Success crushing or fatigue damage to opponent's neck. Using a weapon gives a +1 or more on the Quick Contest (and swords can doing cutting damage). | none |
Neck Snap or Wrench Limb | After grappling a foe's limb or neck, initiate a Quick Contest of ST-4 versus ST or HT. If you win, do swing/crushing damage to the limb or neck. | none |
Takedown | After grappling a standing foe, initiate a Quick Contest of ST, DX, or Grappling skill vs ST, DX, or Grappling skill. Loser falls prone and loses any grapple. | none |
Pin | After grappling a prone opponent's torso, initiate a Regular Contest of ST. If you win, your opponent is pinned and helpless. Nothing happens on a lose or tie. | none |
See Also
2d Damage | Detect Lies | Interrogation | Meditation | Tactics