Combat Maneuvers

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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