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All doublings or triplings of damage refer to
basic damage (not injury). In all cases, the target
gets no active defense against the attack.
3, 4 - Your weapon breaks and is useless.
Exception: Certain weapons are resistant to
breakage. These include solid crushing
weapons (maces, flails, mauls, metal bars,
etc.); magic weapons; firearms (other than
wheellocks, guided missiles, and beam
weapons); and line and very fine weapons
of all kinds. If you have a weapon like
that, roll again. Only if you get a "broken
weapon" result a second time does the
weapon really break. If you get any other
result, you drop the weapon instead. See
Broken Weapons (p. 485).
5 - You manage to hit yourself in the arm
or leg (50% chance each way). Exception: If
making an impaling or piercing melee attack,
or any kind of ranged attack, roll again. If
you get a "hit yourself" result a second time,
use that result - half or full damage, as the
case may be. If you get something other than
"hit yourself," use that result.
6 - As 5, but half damage only.
7 - You lose your balance. You can do nothing
else (not even a free action) until your next
turn, and all your active defenses are at -2
until then.
8 - The weapon turns in your hand. You must
take an extra Ready maneuver before you
can use it again.
9, 10, 11 - You drop the weapon. Exception: A
cheap weapon breaks; see 3.
12 - As 8.
13 - As 7.
14 - If making a swinging melee attack, your
weapon flies 1d yards from your hand - 50%
chance straight forward or straight back.
Anyone on the target spot must make a DX
roll or take half damage from the falling
weapon! If making a thrusting melee attack
or any kind of ranged attack, or parrying,
you simply drop the weapon, as in 9.
15 - You strain your shoulder! Your weapon arm
is "crippled.' You do not have to drop your
weapon, but you cannot use it, either to
attack or defend, for 30 minutes.
16 - You fall down! If making a ranged attack,
see 7 instead.
17, 18 - Your weapon breaks; see 3.
UNARMED CRITICAL
MISS TABLE
Use this table only for critical misses on
unarmed attacks (bites, claws, grapples, head
butts, kicks, punches, slams, etc.) or parries,
including those by animals.
3 - You knock yourself out! Details are up to the
GM - perhaps you trip and fall on your head, or
walk face-first into an opponent's fist or shield.
Roll vs. HT every 30 minutes to recover.
4 - If attacking or parrying with a limb, you strain
it: take 1 HP of injury and the limb is "crip-
pled." You cannot use it, either to attack or
defend, for 30 minutes. If biting, butting, etc.,
you pull a muscle and suffer moderate pain
(see p. 428) for the next (20 - HT) minutes,
minimum one minute.
5 - You hit a solid object (wall, floor, etc.) instead
of striking your foe or parrying his attack. You
take crushing damage equal to your thrusting
damage to the body part you were using; DR
protects normally. Exception: If attacking a foe
armed with a ready impaling weapon, you fall
on his weapon! You suffer the weapon's dam-
age, but based on your ST rather than his.
6 - As 5, but half damage only. Exception: If
attacking with natural weapons, such as claws
or teeth, they break: -1 damage on future
attacks until you heal (for recovery, p. 422).
7 - You stumble. On an attack, you advance one
yard past your opponent and end your turn
facing away from him; he is now behind you!
On a parry, you fall down; see 8.
8 - You fall down!
9, 10, 11 - You lose your balance. You can do
nothing else (not even a free action) until your
next turn, and all your active defenses are at -2
until then.
12 - You trip. Make a DX roll to avoid falling
down. Roll at DX-4 if kicking, or at twice the
usual DX penalty for a technique that requires
a DX roll to avoid mishap even on a normal
failure (e.g., DX-8 for a Jump Kick).
13 - You drop your guard. All your active
defenses are at -2 for the next turn, and any
Evaluate bonus or Feint penalty against you
until your next turn counts double! This is
obvious to nearby opponents.
14 - You stumble; see 7.
15 - You tear a muscle. Take 1d-3 of injury to the
limb you used (to one limb, if you used two),
or to your neck if biting, butting, etc. You are
off balance and at -1 to all attacks and defens-
es for the next turn. You are at -3 to any action
involving that limb (or to any action, if you
injure your neck!) until this damage heals.
Reduce this penalty to -1 if you have High
Pain Threshold.
16 - You hit a solid object; see 5.
17 - You strain a limb or pull a muscle, as in 4.
Exception: An IQ 3-5 animal fails so miserably
that it loses its nerve. It will turn and flee on
its next turn, if possible. If backed into a cor-
ner, it will assume a surrender position (throat
bared, belly exposed, etc.).
18 - You knock yourself out; see 3.
Fighters that cannot fall down (e.g., snakes,
and anyone already on the ground): Treat any
"fall down" result as ld-3 of general injury
instead. Details are up to the GM - perhaps your
opponent steps on you!
Fliers and swimmers: Treat any "fall down"
result as being forced into an awkward flying or
swimming position with the same effective
results (-4 to attack, -3 to defend).
3 - The blow does triple damage.
4 - The target's DR protects at half value (round
down) after applying any armor divisors.
5 - The blow does double damage.
6 - The blow does maximum normal
damage.
7 - If any damage penetrates DR, treat it
as if it were a major wound, regard-
less of the actual injury inflicted.
8 - If any damage penetrates DR, it
inflicts double normal shock
(to a maximum penalty of
-8). If the injury is to a
limb or extremity, that
body part is crippled as
well. This is only a
"funny-bone" injury: crip-
pling wears off in (16 - HT)
seconds, minimum two seconds, unless the
injury was enough to cripple the body part
anyway.
9, 10, 11 - Normal damage only.
12 - Normal damage, and the victim drops any-
thing he is holding, regardless of whether any
damage penetrates DR.
13, 14 - If any damage penetrates DR, treat it as
if it were a major wound, regardless of the
actual injury inflicted.
15 - The blow does maximum normal damage.
16 - The blow does double damage.
17 - The targets DR protects at half value (round
down) after applying any armor divisors.
18 - The blow does triple damage.
CRITICAL HEAD BLOW
TABLE
Use this table only for critical hits to the head
(face, skull, or eye). In all cases, the target gets no
active defense against the attack.
3 - The blow does maximum normal damage
and ignores the targets DR.
4, 5 - The targets DR protects at half value
(round up) after applying any armor divisors.
If any damage penetrates, treat it as if it were
a major wound, regardless of the actual
injury inflicted.
6, 7 - If the attack targeted the face or skull, treat
it as an eye hit instead, even if the attack
could not normally target the eye! If an eye
hit is impossible (e.g., from behind), treat as
4.
8 - Normal head-blow damage, and the victim is
knocked off balance: he must Do Nothing
next turn (but may defend normally)-
9, 10, 11 - Normal head-blow damage only.
12, 13 - Normal head-blow damage, and if any
damage penetrates DR, a crushing attack
deafens the victim (for recovery, see Duration
of Crippling Injuries, p. 422). Any other attack
causes severe scarring (the victim loses one
appearance level, or two levels if a burning or
corrosion attack).
14 - Normal head-blow damage, and the victim
drops his weapon (if he has two weapons, roll
randomly to see which one he drops).
15 - The blow does maximum normal damage.
16 - The blow does double damage.
17 - The targets DR protects at half value (round
up) after applying any armor divisors.
18 - The blow does triple damage.
DAMAGE FROM
THROWN OBJECTS
Thrown objects inflict thrust damage for
your ST (see Damage Table, p. 16), modified
for weight as shown on the table below.
Damage is usually crushing, but the GM may
rule that a sharp object does cutting, pierc-
ing, or impaling damage instead. A fragile
object (or a thrown character) takes the
same amount of damage it inflicts; roll dam-
age separately for the object and the target.
Weight
Damage
Up to BL/8
Thrust, -2 per die
Up to BL/4
Thrust, -1 per die
Up to BL/2
Thrust
Up to BL
Thrust, +1 per die
Up to 2xBL
Thrust
Up to 4xBL
Thrust, -1/2 per die
(round down)
Up to 8xBL
Thrust, -1 per die
GURPS is a registered trademark of
Steve Jackson Games Incorporated.
GURPS GM's Screen is copyright © 2004
by Steve Jackson Games Incorporated. All rights reserved.
CRITICAL HIT TABLE
CRITICAL MISS TABLE
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MELEE ATTACK
MODIFIERS
When attacking in melee combat, figure your
effective skill by:
1. Taking your base skill with the weapon or
unarmed attack you are using. (In some situa-
tions, another skill - e.g., Free Fall, Riding, or
Environment Suit - will limit this skill.)
2. Applying the relevant modifiers below.
Modifiers are cumulative, but combined visibili-
ty penalties cannot exceed -10 (-6, if used to
blindness). If any modifier marked with an
asterisk (*) applies, adjusted skill after all modi-
fiers cannot exceed 9.
A roll of this number, or less, is a hit.
Attacker's Maneuver
All-Out Attack (Determined): +4
Move and Attack: -4*
Attacker's Posture
Crawling or lying down: -4 (if attacker is
crawling, he can only make reach "C" attacks)
Crouching, kneeling, or sitting: -2
Attacker's Situation
Affliction (coughing, retching, etc.): see
Afflictions (p. 428)
Bad footing: -2 or more (GMs option)
Grappled: -4
Holding a large shield: -2
Major distraction (e.g., all clothes on fire): -3 or
more (GM's option)
Minor distraction (e.g., part of clothes on fire): -2
Mounted, and mount attacked on its last turn: -2
Mounted, and mounts velocity relative to target
is 7+: -1
Shock: -HP of injury received last turn (maxi-
mum -4)
ST below that required for weapon: -1 per point
of deficit
Wearing a shield in close combat: -DB of shield
Other Actions by Attacker
Deceptive Attack: -2 per -1 penalty to foe's
defense
Dual-Weapon Attack: -4/-8 with primary/off
hand (-4/-4 w. Ambidexterity)
Evaluate: +1 per turn (maximum +3)
Off-hand attack:
-4 (no penalty w.
Rapid Strike: -6 on both attacks (-3 with Trained
By A Master or Weapon Master)
Striking into close combat: -2
Wild Swing: -5*
Target (choose one )
Hit location: 0 for torso, -2 for arm or leg, -3 for
groin, -4 for hand or foot, -5 for face, -7 for
skull; impaling and piercing attacks can target
vitals at -3 or eyes at -9
Hit location, through chink in armor: -8 for
torso, -10 anywhere else (e.g., eyeslits)
Weapon, to damage: -5 to hit a reach "C" weapon
(e.g., knife) or pistol; -4 to hit a reach 1
weapon (e.g., broadsword); -3 to hit a reach
2+ weapon (e.g., spear) or rifle
Weapon, to disarm: as above, plus an extra -2 if
not using a fencing weapon
Visibility
Cannot see anything: -10 (-6, if used to blind-
ness)*
Cannot see foe: -6, or -4 if you know his location
to within 1 yard*
Partial darkness, fog, smoke, etc.: -1 to -9 (GMs
option)
Ambidexterity)
ACTIVE DEFENSE
MODIFIERS
When performing a dodge, block, or parry, fig-
ure your active defense roll by:
1. Taking your calculated Dodge, Block, or
Parry score. (The Combat Reflexes and
Enhanced Defenses advantages increase these
values above their base.)
2. Applying the relevant modifiers below. All
modifiers are cumulative.
A roll of this number, or less, means you
avoid the attack.
Defender's Equipment
Parrying with dagger or knife: -1 to Parry
Parrying with kusari or whip: -2 to Parry
Parrying with quarterstaff: +2 to Parry
Shield or cloak: +DB of shield (see Shield Table,
p. 287), except vs. firearms
Unarmed parry vs. weapon: -3 to Parry (+0 vs.
thrust, or w. Judo or Karate)
Defender's Maneuver
All-Out Attack: no defense possible!
All-Out Defense (Increased Defense): +2 to one
of Dodge, Block, or Parry
Move and Attack: dodge or block only; you can-
not parry
Defender's Posture
Crawling or lying down: -3
Kneeling or sitting: -2
Defender's Situation
Above attacker: +1 for 3' difference, +2 for 4', or
+3 for 5'
Affliction (coughing, retching, etc.): see
Afflictions (p. 428)
Bad footing: -1 or more (GM's option)
Below attacker: -1 for 3' difference, -2 for 4', or -3
for 5'
Can't see attacker: -4, and a block or parry
requires a Hearing-2 roll
Close combat: only reach "C" weapons can parry
Distraction (e.g., clothes on fire): -1 or more
(GMs option)
Encumbered: penalty equal to encumbrance
level to Dodge, or to Judo, Karate, or any
fencing Parry
Mounted: penalty equal to difference between 12
and Riding skill (no penalty for Riding at
12+)
Stunned: -4
Nature of Attack
Attack from behind: no defense possible
(defense at -2 w. Peripheral Vision)
Attack from side or "runaround" attack: -2 (no
penalty w. Peripheral Vision)
Attacker used laser sight: +1 to Dodge if dot is
visible
Deceptive Attack: -1 per -2 the attacker took to
his attack
Dual-Weapon Attack: -1 if both attacks strike the
same target
Flail: -4 to Parry/-2 to Block (-2/-1 vs. nunchaku);
fencing weapons can't parry at all
Successful feint: penalty equal to attacker's mar-
gin of victory
Thrown weapon: -1 to Parry, or -2 to Parry if
weapon is small (1 lb. or less)
Other Actions by Defender
Acrobatic Dodge: +2 to Dodge if Acrobatics roll
succeeds, -2 if it fails
Dodge and Drop: +3 to Dodge vs. ranged attack
Feverish Defense: +2 (costs 1 FP)
Multiple parries: -4 to Parry per parry after the
first, cumulative (halved for fencing
weapons, and for Trained By A Master or
Weapon Master)
Off-hand parry: -2 to Parry (no penalty w.
Ambidexterity)
Retreat: +3 to Dodge, or to Boxing, Judo, Karate,
or any fencing Parry; +1 otherwise
HUMAN AND HUMANOID
HIT LOCATION TABLE
Roll
3-4
5
6-7
8
9-10
11
12
13-14
15
16
17-18
Location (Penalty)
Eye (-9)
Skull (-7)
Face (-5)
Right Leg (-2)
Right Arm (-2)
Torso (0)
Groin (-3)
Left Arm (-2)
Left Leg (-2)
Hand (-4)
Foot (-4)
Neck (-5)
Vitals (-3)
Notes
[1,2]
[1,3]
[1,4]
[5]
[5,6]
[1] An attack that misses by 1 hits the torso instead.
[2] Only impaling, piercing, and tight-beam burning attacks can target the eye - and only from the front or
sides. Injury over HP/10 blinds the eye. Otherwise, treat as skull, but without the extra DR!
[3] The skull gets an extra DR 2. Wounding modifier is x4. Knockdown rolls are at -10. Critical hits use the
Critical Head Blow Table (p. 556). Exception: These special effects do not apply to toxic damage.
[4] Jaw, cheeks, nose, ears, etc. If the target has an open-faced helmet, ignore its DR. Knockdown rolls are
at -5. Critical hits use the Critical Head Blow Table. Corrosion damage gets a x1.5 wounding modifier, and if it
inflicts a major wound, it also blinds one eye (both eyes on damage over full HP). Random attacks from behind
hit the skull instead.
[5] Limb. Reduce the wounding multiplier of large piercing, huge piercing, and impaling damage to x1. Any
major wound (loss of over 1/2 HP from one blow) cripples the limb. Damage beyond that threshold is lost.
[6] If holding a shield, double the penalty to hit: -4 for shield arm, -8 for shield hand.
[7] Human males and the males of similar species suffer double shock from crushing damage, and get -5 to
knockdown rolls. Otherwise, treat as a torso hit.
[8] Extremity. Treat as a limb, except that damage over 1/3 HP in one blow inflicts a crippling major wound.
Excess damage is still lost.
[9] If rolling randomly, roll 1d: 1-3 is right, 4-6 is left.
[10] Neck and throat. Increase the wounding multiplier of crushing and corrosion attacks to x1.5, and that
of cutting damage to x2. At the GMs option, anyone killed by a cutting blow to the neck is decapitated!
[11] Heart, lungs, kidneys, etc. Increase the wounding modifier for an impaling or any piercing attack to x3.
Increase the wounding modifier for a tight-beam burning attack to x2. Other attacks cannot target the vitals.
[1,7]
[5, 6]
[5]
[6, 8, 9]
[8,9]
[1, 10]
[1,11]
-
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RANGED ATTACK
MODIFIERS
When making a ranged attack, figure your effec-
tive skill by:
1. Taking your base skill with your ranged
weapon.
2. Applying the target's Size Modifier (SM).
3. Modifying for the target's range and speed;
see Size and Speed/Range Table (p. 550).
4. Applying the relevant modifiers below.
Modifiers are cumulative, but combined visibility
penalties cannot exceed -10. If any modifier marked
with an asterisk (*) applies, adjusted skill after all
modifiers cannot exceed 9.
A roll of this number, or less, is a hit. If using
rapid fire, you score one extra hit for every full mul-
tiple of Recoil by which you make your attack roll.
Attacker's Maneuver
All-Out Attack (Determined): +1
Move and Attack: -2 or -Bulk of weapon, whichever
is worse
Attacker's Situation
Affliction (coughing, retching, etc.): see Afflictions
(p. 428)
Bad footing: -2 or more (GMs option)
Close combat: a penalty equal to the weapons Bulk
statistic (see Weapons for Close Combat, p. 391)
Damaged weapon: -HP of injury received last turn
(maximum -4)
Major distraction (e.g., all clothes on fire): -3 or
more (GMs option)
Minor distraction (e.g., part of clothes on fire): -2
Shock: -HP of injury received last turn (maximum
-4)
ST below that required for weapon: -1 per point of
deficit
Attacking from Moving Vehicle or
Mount
If weapon is not in a stabilized mount, the com-
bined bonus for Accuracy, Aim, bracing, and target-
ing systems cannot exceed the vehicle's SR.
Air vehicle: -1 for a handheld weapon, 0 otherwise
Exposed rider hanging on side of vehicle/mount
and shooting over/under it: -6
Ground vehicle, good road: -1 for a handheld
weapon, 0 otherwise
Ground vehicle, bad road: 0 for a stabilized turret
or stabilized open mount; -1 for a fixed mount,
hardpoint, or carriage; -2 for an external open
mount; -3 for a handheld weapon
Ground vehicle, off-road: -1 for a stabilized turret
or stabilized open mount; -2 for a fixed mount,
hardpoint, or carriage; -3 for an external open
mount; -4 for a handheld weapon
Space vehicle: 0
Turning in exposed saddle/seat of vehicle/mount to
fire at foe behind: -4
Vehicle/mount dodged last turn and you're not the
operator/rider: -2, or -4 if flying
Vehicle/mount failed control roll: penalty equal to
margin of failure
Water vehicle, calm water: 0 for a stabilized turret
or stabilized open mount; -1 for a fixed mount,
hardpoint, or carriage; -2 for an external open
mount; -3 for a handheld weapon
Water vehicle, rough water: -1 for a stabilized
turret or stabilized open mount; -2 for a fixed
mount, hardpoint, or carriage; -3 for an exter-
nal open mount; -4 for a handheld weapon
Opportunity Fire
Checking target before firing: -2
Hexes watched: 0 for 1 hex; -1 for 2 hexes; -2 for 3-
4 hexes or a line; -3 for 5-6 hexes; -4 for 7-10
hexes; -5 for 11 + hexes watched
Other Actions by Attacker
Aim for one turn: +Accuracy of weapon
Braced weapon: +1 if you are stationary and took a
turn to Aim
Dual-Weapon Attack: -4/-8 with primary/off hand
(-4/-4 w. Ambidexterity)
Extra Aim: +1 for 2 seconds, +2 for 3+ seconds
Off-hand attack: -4 (no penalty w. Ambidexterity)
Pop-up attack: -2, and no Aim possible
Rapid fire: 0 for 2-4 shots; +1 for 5-8 shots; +2 for
9-12 shots; +3 for 13-16 shots; +4 for 17-24
shots; +5 for 25-49 shots; +6 for 50-99 shots; +7
for 100-199 shots; and so on.
Target
To attack hit locations or
weapons, use the penalties under
Melee Attack Modifiers (p. 547). If
the target has cover, you can
either choose to take no penalty
and roll hit location randomly
(shots that hit a covered location always
strike full cover, and hit partial cover on 4-
6 on 1d) or target an exposed hit location
(add an extra -2 if only partly exposed).
Shooting through light cover: -2
Target is behind someone else: -4 per intervening
figure
Target is crouching, kneeling, sitting, or lying
down: an extra -2 to hit torso, groin, or legs
Target is only partly exposed: -2
Targeting Systems
Laser sight: +1
Scope: +1 per second of Aim, to a maximum of the
scope's bonus
Vehicular targeting system: +1 to +3 if shooter took
a turn to Aim
Unfamiliar weapon or targeting system: -2
SIZE AND SPEED/RANGE
Speed/Range
Linear
Measurement
1/5"
1/3"
1/2"
2/3"
1"
1.5"
2"
3"
5"
8"
lft
1.5 ft
2ft
lyd
1.5 yd
2 yd
3 yd
5 yd
7 yd
10 yd
15 yd
20 yd
30 yd
50 yd
70 yd
100 yd
150 yd
200 yd
300 yd
500 yd
700 yd
1,000 yd
1,500 yd
2,000 yd
(1 mile)
3,000 yd
5,000 yd
(2.5 miles)
etc.
indefinitely, with
in linear measurement giving
speed/range modifier.
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
-1
-2
-3
-4
-5
-6
-7
-8
-9
-10
-11
-12
-13
-14
-15
-16
-17
-18
-15
-14
-13
-12
-11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
-19
-20
+19
+20
etc.
Continue this
each 10x increase
+6 to SM or -6 to
etc.
progression
Visibility
Blind, target completely invisible, or in total dark-
ness: -10*
Cannot see foe: -6, or -4 if you know his location to
within 1 yard*
Partial darkness, fog, smoke, etc.: -1 to -9 (GMs
option)
Target has light concealment (e.g., bushes): -2
FIREARM MALFUNCTIONS
When a weapon malfunctions, roll 3d:
3-4 - Mechanical or electrical problem.
5-8 - Misfire.
9-11 - Stoppage.
12-14 - Misfire.
15-18 - Mechanical or electrical problem, and pos-
sible explosion.
Grenades: This represents a fusing problem: the
weapon detonates 1d seconds late.
Misfire
The weapon fails to fire. A successful
Armory+2 or IQ-based weapon skill roll (takes a
Ready maneuver) can identify the problem. If the
weapon is a revolver, the next shot will fire nor-
mally. Otherwise, each attempt to fix the problem
requires three Ready maneuvers, two hands free,
and a successful Armoury+2 or IQ-based weapon
skill roll. Critical failure causes a mechanical or
electrical problem.
Grenades: The grenade is a dud, and will never
explode.
Stoppage
The weapon fires one shot, then jams or other-
wise stops working. (Treat the fired shot as a normal
attack.) Each attempt to clear the stoppage requires
three Ready maneuvers, two hands free, and a suc-
cessful Armoury roll, or IQ-based weapon skill roll at
-4. A success fixes the weapon. Failure means it isn't
fixed yet, but you can try again. Critical failure caus-
es a mechanical or electrical problem.
Beam weapons: Treat as a mechanical or electri-
cal problem.
Grenades and other single-use weapons: The
weapon is a dud; it will never fire or explode.
Explosion
Any TL3 firearm or TL4 grenade, breechloader,
or repeating firearm may blow up in the gunner's
face, inflicting 1d+2 cr ex [2d]. If the weapon uses
an explosive warhead, use the warheads damage
instead. TL5+ weapons do not explode - treat as a
mechanical or electrical problem.
Mechanical or Electrical Problem
The weapon fails to fire. A successful Armoury
or IQ-based weapon skill roll (takes a Ready
maneuver) can diagnose the problem. Once the
problem is known, make an Armoury skill roll to
correct it. Each repair attempt takes one hour, and
any critical failure destroys the weapon.
Size
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