[37-0202] Combat Cards.pdf

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Combat File
COMBAT CARDS
The Easy
Way to Assess
Your Choices
Combat is the most chaotic situation
in any roleplaying game. So many tar-
gets, so many opportunities . . . so many
options. Half the trick in figuring out the
thing you should do is remembering all
the things you can do.
And that’s where GURPS Combat
Cards come in. These free gaming aids
list all your possible GURPS Fourth
Edition combat options in any situation.
Just print ‘em out, cut ‘em out, and keep
‘em handy for your next gaming session.
GURPS Combat Cards is a free game
aid. Permission is granted to photocopy
these pages and duplicate this electronic
file freely, as long as the copyright notice
remains attached.
An e23 Game Aid for GURPS ® from Steve Jackson Games
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson
Games Incorporated. Pyramid , GURPS Combat Cards , e23 , and the names of all products published
by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson
Games Incorporated, or used under license. All rights reserved. GURPS Combat Cards is copyright
© 2005, 2006 by Steve Jackson Games Incorporated.
Design by ROBERT L. BEAVER
and ANDY NORMANSELL
Production by ALEX FERNANDEZ
The scanning, uploading, and distribution of this material via the Internet or via any other means
without the permission of the publisher is illegal, and punishable by law. Please purchase only author-
ized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted
materials. Your support of the author’s rights is appreciated.
®
STEVE JACKSON GAMES
Stock #82-0204
Version 1.1, January 9, 2006
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Do Nothing
If you’re attacked before you’ve had a chance to choose a
maneuver – usually at the start of combat – you’re consid-
ered to be taking a Do Nothing maneuver.
Do Nothing
( MENTAL STUN )
You are at -4 to active defenses and cannot retreat. You
must Do Nothing on your next turn. At the end of your turn,
attempt an IQ roll to recover.
On a success, you recover at the end of this turn – that is,
you Do Nothing this turn, but may act normally next turn.
Active Defense: Any.
Movement: None.
Active Defense: Any, at -4.
Movement: None.
Page 364
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Do Nothing
( STUNNED )
You are at -4 to active defenses and cannot retreat. You
must Do Nothing on your next turn. At the end of your turn,
attempt an HT roll to recover.
On a success, you recover at the end of this turn – that is,
you Do Nothing this turn, but may act normally next turn.
Do Nothing
( SURPRISED )
You are at -4 to active defenses and cannot retreat. You
must Do Nothing on your next turn. At the end of your turn,
attempt an IQ roll to recover.
On a success, you recover at the end of this turn – that is,
you Do Nothing this turn, but may act normally next turn.
Active Defense: Any, at -4.
Movement: None.
Active Defense: Any, at -4.
Movement: None.
Page 364
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Attack
Use this maneuver to make an armed or unarmed attack
in melee combat, or to use a thrown or missile weapon in
ranged combat.
To use a weapon to attack, it must be ready. If you are
using a melee weapon or unarmed attack, your target must
be within reach. If you are using a ranged weapon, your tar-
get must be within the weapon’s Max range.
Move and Attack
Move as described for the Move Maneuver, but during or
after your move you may make a single, poorly aimed attack.
If you are making a ranged attack, you have a penalty of
-2 or the weapon’s Bulk rating, whichever is worse.
If you are making a melee attack other than a slam, you
have -4 to your skill and your adjusted skill cannot exceed 9.
Active Defense: Any.
Movement: Step. You may step and attack, or attack and
then step. To move further and still attack, take All-Out
Attack or Move and Attack.
Active Defense: Dodge or Block only. You cannot Parry,
and you may not retreat.
Movement: Full Move.
Page 365
Page 365
Feint
“Fake” a melee attack. You cannot Feint someone unless
you could have hit him with a melee attack. This maneuver
is not an attack, though, and does not make your weapon
unready. The full procedure for performing a Feint maneu-
ver is found on page 365 of the Campaigns book.
Move
Move, but take no other action.
You may move any number of yards up to your full Move
score.
Sprinting: If you run forward for two or more turns in a
row, you get bonus movement on your second and later
moves. Add 20% to your Move after one second (drop frac-
tions). Assume that even the slowest sprinter gets at least +1
Move.
Active Defense: Any. However, if you Feint and then
parry with an unbalanced weapon, you cannot attack on
your next turn. This makes the Feint pointless.
Movement: Step.
Page 365
Active Defense: Any.
Movement: Full Movement.
Page 364
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Change Posture
This maneuver lets you switch between any two
“postures.” Valid postures are standing , sitting , kneeling ,
crawling , lying prone (face down) , and lying face up . You
cannot stand up directly from a lying position; you must rise
to a crawling, kneeling, or sitting posture first.
The effects of each posture are summarized on p. 551.
Free Action: Crouch
If standing, you may opt to crouch at the beginning of
your turn. This makes you a smaller target for ranged
attacks, but will slow your movement speed. You cannot
crouch and sprint.
If you are already crouching, it is a free action to rise
from a crouching position at the start of your turn.
Active Defense: Any. Postures other than standing
penalize your defense rolls, but also make you a smaller
target for ranged attacks.
Movement: None. You remain in place as you change
posture.
Attack: -2
Target: -2
Defense: as normal.
Movement: 2/3 normal.
Page 364
Page 364
Ready
Take a Ready maneuver to pick up or draw any item and
prepare it for use. In some cases, you may also need a Ready
maneuver to regain control of an unwieldy weapon after a
swing, or to adjust the reach of a long weapon.
You can use a Ready maneuver to perform physical
actions other than fighting, such as opening or closing a
door. Continuing actions may require multiple, consecutive
Ready maneuvers.
Aim
Specify the weapon you are aiming with and your target.
If you follow an Aim maneuver with an Attack or All-Out
Attack with the same weapon against the same target, you get
a bonus to hit. Add the weapon’s Accuracy (Acc) to your skill.
If you brace a firearm or crossbow you get an extra +1 to
Accuracy.
If you are injured while aiming, you must make a Will roll
or lose your aim.
Active Defense: Any.
Movement: Step.
Active Defense: Any, but use of an Active Defense will
automatically spoil your Aim and lose all accumulated
benefits.
Movement: Step.
Page 366
Page 364
Evaluate
Specify one visible opponent who is close enough to
attack unarmed or with a ready melee weapon, or whom you
could reach with a single Move and Attack maneuver. An
Evaluate maneuver gives you +1 to skill for the purpose of an
Attack, Feint , Move and Attack, or an All-Out Attack.
You may take multiple, consecutive Evaluate maneuvers,
for a maximum bonus of +3.
Concentrate
You concentrate on one primarily mental task. This can
be casting a magical spell, making a psi roll, making a Sense
roll, or many other similar actions.
Some activities require you to take the Concentrate
maneuver for multiple seconds. If you are forced to use
an active defense, knocked down, injured, or otherwise
distracted before you finish, you must make a Will-3 roll. On
a failure, you lose your concentration and must start over.
Active Defense: Any. This does not spoil your evaluation.
Movement: Step.
Active Defense: Any, but see notes above.
Movement: Step.
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Wait
Do nothing unless a particular event you specified in
advance occurs before your next turn. If that happens, you
may transform your Wait into an Attack, Feint, All-Out
Attack, or Ready maneuver.
All-Out Attack
( MELEE – DETERMINED )
Attack any foe with a ready weapon, making no effort to
defend against enemy attacks.
Determined: Make a single attack at +4 to hit.
Active Defense: You may defend normally while you
are waiting, or after your Wait is triggered. If you defend,
you may not transform your wait into an All-Out Attack
maneuver.
Movement: None until your Wait is triggered. You may
then move as appropriate for the maneuver chosen.
Page 366
Active Defense: You may make no active defenses at all
until your next turn.
Movement: You may move up to half your Move, but you
can only move forward.
Page 365
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All-Out Attack
( RANGED – DETERMINED )
Attack any foe with a ready weapon, making no effort to
defend against enemy attacks.
Determined: Make a single attack at +1 to hit.
All-Out Attack
( MELEE – DOUBLE )
Attack any foe with a ready weapon, making no effort to
defend against enemy attacks.
Double: Make two attacks against the same foe, if you
have two ready weapons, or one weapon that does not have
to be readied after use. Attacks with a second weapon in the
off hand are at the usual -4.
Active Defense: You may make no active defenses at all
until your next turn.
Movement: You may move up to half your Move, but you
can only move forward.
Active Defense: You may make no active defenses at all
until your next turn.
Movement: You may move up to half your Move, but you
can only move forward.
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Page 365
All-Out Attack
( MELEE – FEINT )
Attack any foe with a ready weapon, making no effort to
defend against enemy attacks.
Feint: Make one Feint and then one attack against the
same foe. The Feint applies to this attack instead of the one
you make on your next turn.
All-Out Attack
( MELEE – STRONG )
Attack any foe with a ready weapon, making no effort to
defend against enemy attacks.
Strong: Make a single attack at normal skill. If you hit,
you get +2 to damage (or +1 damage per die, if that would be
better). This only applies to melee attacks doing ST-based
thrust or swing damage.
Active Defense: You may make no active defenses at all
until your next turn.
Movement: You may move up to half your Move, but you
can only move forward.
Active Defense: You may make no active defenses at all
until your next turn.
Movement: You may move up to half your Move, but you
can only move forward.
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Page 365
All-Out Attack
(RANGED – SUPPRESSION FIRE)
Attack any foe with a ready weapon, making no effort to
defend against enemy attacks.
Suppression Fire: Take the entire turn to spray an area
with automatic fire. You can only choose this maneuver if
your weapon has RoF 5+. See p. 409 for the full effects of
suppression fire.
All-Out Defense
( INCREASED DEFENSE )
Increased Defense: Add +2 to one active defense of your
choice: Dodge, Parry, or Block. This bonus persists until your
next turn.
Active Defense: You may choose any legal active
defense, with bonuses as described above.
Movement: If you choose Increased Dodge , you may
move up to half your Move. Otherwise, the only movement
you may take is a step.
Active Defense: You may make no active defenses at all
until your next turn.
Movement: You may move up to half your Move, but you
can only move forward.
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Page 366
All-Out Defense
( DOUBLE DEFENSE )
Double Defense: Apply two different active defenses
against the same attack. If you fail your first defense roll
against an attack, you may try a second, different defense
against that attack.
Dodge and Drop
( ACTIVE DEFENSE OPTION )
When under fire, hit the dirt!
You may drop to the ground while dodging, earning a +3
bonus to Dodge.
This is a “dodge and drop.” It is similar to a retreat, but
only effective against ranged attacks. It also has a drawback:
it leaves you prone on the ground.
Active Defense: You may choose any legal active
defense, with bonuses as described above.
Movement: Step.
Page 366
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Retreat
( ACTIVE DEFENSE OPTION )
Retreat is not a separate defense, but an option you may
add to any active defense against a melee attack.
To exercise this option, you must step away from your
attacker; as with a normal step, you must move at least 1
yard, but no more than 1/10 of your move.
Retreating gives +1 to Block, +1 to Parry, and +3 to
Dodge.
Exception: If you parry using Boxing, Judo, Karate, or
any fencing skill, a retreat gives you +3 to Parry.
Condition:
HP = 0 or Less
You are in immediate danger of collapse.
Make an HT roll at the start of your next turn, at -1 per
full multiple of HP below zero.
Success means you can act normally, but must roll again
every turn to continue functioning.
Failure means you fall unconscious.
Page 377
Page 419
Condition:
Less Than 1/3 HP
You are reeling from your wounds.
Halve your Move and Dodge, whatever they currently are.
Round up.
Condition:
Major Wound
A “major wound” is any single injury of greater than 1 2
your HP.
You must make an immediate HT roll to avoid knock-
down and stunning. On a success, you suffer no penalty
beyond ordinary shock (p. 419) .
On a failure, you’re stunned. You fall prone (if you weren’t
already), and if you were holding anything you drop it.
On a failure by 5 or more, or any critical failure, you fall
unconscious!
Page 419
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