Maneuvers
Shove
Can be used in place of an attack
Roll against DX or Sumo Wrestling to hit
If you hit, roll thrust/crushing damage
(at -1 per die if you only used 1 hand)
Double damage rolled and use it for knockback only (no actual injury)
Anything is a Maneuver
In GURPS everything is a Maneuver, attacking, moving, and some mixtures of the two.
The amount in brackets beside each Maneuver is how much you may move if you take that maneuver.
Move (Up to Full Move, after 1 full turn of running gain +1 Move)
- Move a number of yards up to your Move score.
Ready (1 Hex)
- Draw your weapon, readjust your heavy weapon for use or defense, equip your shield, change your grip, etc. Often several of these can be done at once.
- Reload/Equip
- Usually takes several rounds (eg. Bow = 2 seconds, Crossbow = 4 seconds, Shield=Defense Bonus)
- Cannot Block or Parry during, and if Dodge: lose the Reloading done so far.
Aim (1 Hex)
- Attack with a Ranged Weapon has -4 to hit unless your Effective Skill is equal or higher than the weapon's Snap Shot number.
- After 1 turn of taking Aim your attack is at its normal Skill level + the weapon's Accuracy modifier.
- For each turn you Aim you also gain +1 to hit (Max of +3).
Attack (1 Hex)
- See Melee Combat, Ranged Combat, or any other types of attack you may make for further details.
- Offhand attacks are at -4 to hit.
Wait/Hold your Action
- Hold your action until a moment of your choosing then take your Maneuver/Action as normal.
- Must specify trigger, maneuver, and weapon. You do not have to select hit location, technique, or specific combat options until the triggering event.
- Stop Hits: attacking into your attacker's attack. Both roll to hit, the lowest margin of victory or misser gains a -1 to defend, or a -3 to parry with that weapon.
Concentrate (1 Hex)
- Focus on a mental task. If a roll to maintain control is required roll at Will or Will-3 if injured, knocked down, or while taking an Active Defense.
Evaluate (1 Hex)
- Study an opponent before a Melee Attack or a Feint for a bonus of +1 to hit per turn (Max +3).
- Also may give bonuses for defenses or against Feints, etc.
Feint (1 Hex)
- Fake an attack and lower opponent's Active Defense OR next Attack by Margin of Success (Contested roll: your attacking Skill vs. Highest Combat Skill or DX).
Move and Attack (Up to Full Move)
- On rolls to avoid falling take -2
- Move and Melee Attack at a -4 (and a Max Effective Skill of 9) for Melee
- Move and Ranged Attack at the lower of -2 or the weapon's Bulk.
All-Out Defense (1 Hex, Unless Specified)
- Do nothing this turn and select one of the following:
- +2 to one Active Defense until next turn (1 Hex normally, but up to 1/2 Move if selecting dodge).
- 2 different Active Defenses against one attack.
All-Out Attack (Up to 1/2 Move)
- Pick one of the following and make no Active Defense until your next turn:
- Double: 2 Melee attacks
- Determined: Melee attack +4 to hit or Ranged attack +1 to hit
- Strong: Melee attack +2 to damage.
- Long: +1 yard of reach for a thrust, a swing gains +1 yard with -2 damage or -1 per die, whichever is worse.
Committed Attack (1 Hex)
- Active Defenses take -2 (no Parrying with the weapon you use in this attack) and select one of the following:
- Determined: +2 to hit
- Strong: +1 Melee damage
- One of the above options and move a total of 2 Hexes at a -2 to hit.
Defensive Attack (1 Hex)
- Deal -2 or -1 per die (whichever is worse) damage for Melee attacks, Opponent gains +1 to defend against grabs or grapples and select one of the following:
- gain +1 to either Parry or Block.
- +2 to DX roll to avoid falling if kicking.
- Movement: 1 additional Hex, before or after the attack.
Rapid Strike
- splits 1 attack into 2, with both at -6 to skill.It is not possible to do on a Move and Attack, although you can do it on an All-Out Attack which gives 50% move: or 100% move with a Slam as of GURPS Martial Arts
Pop-Up Attacks
- Maneuver for Ranged Attacks that allows getting out of cover, firing, and getting back.
- The cost -2 to hit, and you cannot aim.
Opportunity Fire
- Ranged Attack that uses the Wait Maneuver to fire on a certain hex (or hexes) that is being watched.
- There is an attack penalty depending on the number of hexes.
| Hexes | Penalty |
|---|---|
| 1 | 0 |
| 2 | -1 |
| 3-4 | -2 |
| 5-6 | -3 |
| 7-10 | -4 |
| 11+ | -5 |
Round/Turn Duration
Each Round (usually referred to as Turns) takes 1 second - this is close and intense!
Attack/Defense Options
These are like Bonus Actions
Retreat
- Once per round, move 1 Hex away from Melee opponent and choose one of the following:
- +3 to Dodge
- +3 to Fencing, Karate, Boxing, Judo Parry
- +1 to any other Passive Defense
Dodge and Drop
- Once during your turn, drop Prone for a +3 to Dodge against Ranged attacks.
Deceptive Attack
- -1 to opponents Defense for every -2 you take to your attacking Skill (Effective Skill minimum 10). Be Descriptive!
Riposte
- Take a penalty to your Parry (Effective Skill minimum 8), excluding modifiers. If your Parry succeeds, and you attack with the parrying weapon next turn, apply the same penalty to your opponents Parry, Block, or Dodge or half that penalty to all other defenses.
Telegraphic Attack
- +4 to hit with a melee attack, but also +2 to the target's Dodge.
Defensive Grip
- Takes a Ready maneuver to assume or relinquish. +1 to parry attacks from the front, -1 from the side (-2 more by default defending from the side).
- One-handed weapon gains -2 to attack, but +1 to damage as you place a second hand on it.
- Two-handed weapon gains -2 or -1 per die (whichever is worse) swinging damage, -2 to hit with Wild Swings, and -1 to chance of breaking.
Reversed Grip
- Switching into or out of this grip takes a Ready maneuver and can be done with a reach C, 1 or 2 weapon.
- Reach 1 weapons become Close to the front or sides, but stay 1 to the rear. Reach 2 weapons become reach 1.
- Thrusting attacks gain +1 damage, Swinging gains -2 damage or -1 per damage per die.
- Deceptive Attacks and Feints add an extra -1 to the target's defense.
Tip Slash
- If your weapon can thrust and do impaling damage you can instead swing with it to do cutting damage. Counting as a swing, but calculated as Thrust Impaling damage-2.
Dual-Weapon Attack
- Use both hands to make attacks, each at -4 (replacing one Attack). Off-hand is also at the usual -4 to hit. Opponent Defends at -1 to each if he is the target of both attacks.
Rapid Strike
- Use one hand to make 2 attacks, both at -6 (replacing one Attack).
Extra Effort:*
Flurry of Blows
- Rapid Strike at half the penalty by spending 2 FP (1 FP per attack).
Mighty Blow
- Spend 1 FP to get the All-Out Attack (Strong) damage bonus of +2 without losing defenses.
Heroic Charge
- Spend 1 FP during a Move and Attack to ignore the skill penalty and cap.
Feverish Defense
- Spend 1 FP to add +2 to a single Active Defense roll (except when All-Out Attacking)
Rapid Recovery
- Spend 1 FP to parry with an unbalanced weapon after an Attack, or any weapon after a Move and Attack.
Giant Step
- Spend 1 FP for an extra step (only with Attack or Defensive Attack maneuver).
Great Lunge
- Spend 1 FP to gain the effects of All-Out Attack (Long) without losing defenses.
*A critical failure on these rolls causes an additional 1 HP of injury to arm or leg (no DR).
Slam
Roll against DX, Brawling, or Sumo Wrestling to hit
- Move and Attack but the -4 modifier and max 9 effective skill cap do not apply to Slam.
If you hit, you and your foe both inflict dice of crushing damage on the other equal to (HP x velocity)/100.
- Velocity is the number of yards you moved this turn, on a head-on collision also add your foe's movement on their last turn.
If the damage is less than 1d treat fractions up to 0.25 as 1d-3, 0.5 as 1d-2, and up to 1 as 1d-1.
If your damage roll equals or exceeds your target's they must make a DX roll or fall down.
- The target is knocked down automatically if you roll 2x their damage or more.
- Of course, you fall down if they roll higher than you.
Flying Tackle
Must have 2 legs and 1 arm free.
Gives +4 to hit and an extra yard of reach.
You may opt to roll against Jumping instead to hit.
On a success or fail, you end up lying down next to your target.
Pounce
Must have 4 or more legs
After pouncing, make a DX, Acrobatics, or Jumping roll, on success, land on your feet.
If a mount tries this the rider must roll against Riding-4 to stay on.
Trample
If your SM exceeds your targets(') by 2 or more, or by 1 if they are prone. Roll vs. the higher of DX or Brawling to hit. The victim’s only legal defense is a dodge.
If you hit, you inflict thrust/crushing damage based on your ST.
- If you knock down a foe in a collision/Slam and keep moving, you automatically overrun and trample: no attack or defense rolls - roll damage immediately based on half your ST.
Grapple
Can be used in place of an attack
See Grappling
Special Unarmed Combat Techniques
(some of these have been moved to Grappling for obvious reasons):
- Elbow Strike
- Knee Strike
- Lethal Strike
See more in Martial Arts, Chapter 3.
All-Out Attacks in Descriptive Language
All-Out Attack is perfect for simulating cinematic actions. All-Out Attack (Double) might be a chop followed by a spinning draw cut . . . or a single, deadly “throat-slitting” attack, the two attack rolls reflecting the difficulty of the feat, the chance that the victim could escape mid-cut, and the potential for twice the damage. All-Out Attack (Strong) could represent a stab followed by a twist of the blade, a big roundhouse punch, or grabbing someone and pulling him into a blow. All-Out Attack (Long) might involve throwing a weapon at the enemy and catching it as it bounces off!
You can always mix things up, throwing in feints instead of attacks in Double All-Out Attacks, or combo-ing up 3 attacks in a second using Rapid Strike, or Dual Weapon Attack, or even mixing a Feint and a Deceptive Attack to make a single unstoppable blow!
Other Types of Feints
Beats
Requires a Feint maneuver, but must target a particular defense:
- If the attacker blocked or parried an attack immediately prior to this turn they can use whatever they defended with to Beat. They must target the weapon or shield or unarmed limb they defended against.
- If the attacker attacked the enemy this turn or on the immediately previous turn, and their opponent blocked or parried, they can attempt a Beat with the attack they just used. They must target whatever their enemy blocked with.
- If the attacker has their enemy grappled, they can target their enemies' Dodge or unarmed guard by pulling them off balance or holding them in place.
Treat this Beat as a Quick Contest, with the Beater making a ST-based skill roll, and the victim trying either a DX-based skill roll or a ST-based skill roll.
If the attacker wins, their margin of victory lowers the targeted defense just like a feint. That defense is lowered against attacks from anyone until the end of the next turn of the attacker who made the Beat.
Ruses
Also requires a Feint maneuver.
A Quick Contest, but a dirty trick based on IQ. Dirty tricks are things like throwing sand, etc.
The Ruser makes an IQ-based skill roll rather than a DX-based one. Their opponent can choose either a Per-based skill roll, or a regular DX-based roll or their Tactics skill.
This content is based on GURPS, but is not strictly GURPS rules.
Change Posture
Homebrew: you can change posture to another posture for free once a turn at the cost of your total movement.
| Posture | Attack | Defense | Ranged To Hit | Movement |
|---|---|---|---|---|
| Standing | Normal | Normal | Normal | Normal, may sprint |
| Crouching | -2 | Normal | -2 | 2/3 (costs+1/2 per hex in combat) |
| Kneeling | -2 | -2 | -2 | 1/3 (costs+2 per hex in combat) |
| Crawling | -4 (Close) | -3 | -3 | 1/3 (costs+2 per hex in combat) |
| Sitting | -2 | -2 | -2 | None |
| Lying Down | -4 | -3 | -2 | 1 yard per second (rolling) |