<html><body><div style="color:#000; background-color:#fff; font-family:times new roman, new york, times, serif;font-size:12pt"><div>This is a basic rundown on how combat will work in GURPS - it looks complicated, but it isn't (that much)</div><div><br></div><div style="color: rgb(0, 0, 0); font-size: 16px; font-family: times new roman,new york,times,serif; background-color: transparent; font-style: normal;">Please read, it may save your character's life. Any questions or comments, please let me know. Note that there are some differences from the books - this is due to some house rules being used.<br></div><div><!--[if gte mso 9]><xml>
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<h1 style="mso-list:l5 level1 lfo1"><a href="" name="_Toc374468291"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial"><span style="mso-list:Ignore">1<span style="font:7.0pt "Times New Roman"">
</span></span></span>Combat Primer</a></h1>
<h2 style="mso-list:l5 level2 lfo1"><a href="" name="_Toc374468292"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial;
mso-font-kerning:14.0pt" lang="EN-US"><span style="mso-list:Ignore">1.1<span style="font:7.0pt "Times New Roman""> </span></span></span><span style="mso-font-kerning:14.0pt" lang="EN-US">General Notes</span></a><span style="mso-font-kerning:14.0pt" lang="EN-US"></span></h2>
<div class="MsoNormal"><span style="mso-ansi-language:EN-US" lang="EN-US">Unlike
D&D combat, which has a hit-point economy, GURPS combat has a </span>manoeuvre
economy; combat is won by the side most able to do effective things each turn.
At the same time, the ability to do effective things is fairly well constricted
(with the exception of certain advantages or spells like Great Haste), so for
non-exotic opponents it translates pretty well into “number of combatants on
your team”.</div>
<div class="MsoNormal">This is the case because, generally speaking, GURPS
characters can't “soak” attacks as well as high-level or high-hit-dice D&D
tokens.<span style="mso-spacerun:yes"> </span>In D&D you can win a war of
attrition by having more to start with. In GURPS, not only is it a <i>lot</i>
harder to have more to start with, but your combat effectiveness is tied on a
turn-by-turn and overall basis to your damage taken.<span style="mso-spacerun:yes"> </span></div>
<div class="MsoNormal">Because your safety is dependent on not getting hit, and
thus defence; overwhelming and swamping numbers reigns supreme.<span style="mso-spacerun:yes"> </span>In GURPS, you roll to hit, and then the
defender rolls to defend him- or herself.<span style="mso-spacerun:yes">
</span>Multiple defences generally are at cumulative penalties.<span style="mso-spacerun:yes"> </span>So a large number of attacks increase the
odds that later attacks get through - and what's an easy way to get a large
number of attacks? Many-on-one.</div>
<div class="MsoNormal">Combat difficulty in GURPS is very difficult to judge, and
it's a very fine line between outcomes, at least when judged by the
numbers.<span style="mso-spacerun:yes"> </span>Generally, the best way to
succeed in combat is not to engage in it – I see a quote from <i style="mso-bidi-font-style:normal">War Games</i> coming in here.<span style="mso-spacerun:yes"> </span>So some major points: -</div>
<ul style="margin-top:0cm" type="disc"><li class="MsoNormal" style="mso-list:l4 level1 lfo2;tab-stops:list 36.0pt"><i>Fight
a fight you can win.</i> If you can't win, run. Don't even enter a fight
you can't win unless you have to.</li><li class="MsoNormal" style="mso-list:l4 level1 lfo2;tab-stops:list 36.0pt"><i>Don't
fight alone.</i><span style="mso-spacerun:yes"> </span>Bring friends.
Don't be outnumbered unless you can't help it.</li><li class="MsoNormal" style="mso-list:l4 level1 lfo2;tab-stops:list 36.0pt"><i style="mso-bidi-font-style:normal">Get the first hit in, and then make it
count</i>.<span style="mso-spacerun:yes"> </span>In GURPS combat it's
mostly about getting the first hit - then shock penalties start kicking
in, you're forced onto the defensive, and it becomes a matter of time.
This is not D&D attrition combat - it's more about setting up the
fight so that your hit will come in before the other guy's.</li><li class="MsoNormal" style="mso-list:l4 level1 lfo2;tab-stops:list 36.0pt"><i style="mso-bidi-font-style:normal">Being good at one active defence is
very useful</i>.</li><li class="MsoNormal" style="mso-list:l4 level1 lfo2;tab-stops:list 36.0pt"><i style="mso-bidi-font-style:normal">Getting good at one weapon is important</i>.</li><li class="MsoNormal" style="mso-list:l4 level1 lfo2;tab-stops:list 36.0pt"><i style="mso-bidi-font-style:normal">If you are outmatched, don’t gamble on all-out
attack, it’s not worth it</i>. <span style="mso-spacerun:yes"> </span>You must
make use of surprise, manoeuvres and terrain if you want to stand a
chance.<span style="mso-spacerun:yes"> </span>Until that point, your
primary aim must be to protect yourself.</li></ul>
<div class="MsoNormal">Relatively few fights end because of people running all the
way down on fight resources, while many end because of a sudden success that
inflicts fight-ending injury, crippling, or knockout.<span style="mso-spacerun:yes"> </span>What this means is that you may quite easily
take down the giant with a swarm attack and some lucky rolls, but the ten
measly goblins could be a TPK.</div>
<h2 style="mso-list:l5 level2 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial" lang="EN-US"><span style="mso-list:Ignore">1.2<span style="font:7.0pt "Times New Roman"">
</span></span></span><span lang="EN-US">Overview</span></h2>
<div class="MsoNormal">GURPS Combat can be pretty "detailed", but is
fairly simple at the core. Thus, this section is here to provide details on the
manoeuvres and options available in combat, and to provide hints as to what to
do and what not to do.<span style="mso-spacerun:yes"> </span>It is long, but
well worth reading.<span style="mso-spacerun:yes"> </span>Its not all mine, I
stole most of it from others. </div>
<h3 style="mso-list:l5 level3 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial" lang="EN-US"><span style="mso-list:Ignore">1.2.1<span style="font:7.0pt "Times New Roman"">
</span></span></span><span lang="EN-US">Turns</span></h3>
<div class="MsoNormal">The Combat System is based on <b style="mso-bidi-font-weight:
normal">1 second turns</b>, with each combatant acting in order of their Turn
Sequence, which is pretty much their Basic Speed rating (including any
fractions) plus some minor modifiers.<span style="mso-spacerun:yes">
</span>Someone with a Turn Sequence of 5.75 thus acts before someone who has a
5.5 Turn Sequence. In the case of ties, the person with the higher DX goes
first or a single die is rolled to break the tie if DX is also the same. </div>
<div class="MsoNormal">A character chooses his manoeuvre when his turn comes up,
and then actually performs that manoeuvre during the 1-second interval between
his declaration and his next turn. <span style="mso-spacerun:yes"> </span>In
other words, the action does not occur instantaneously – actions are
effectively interlaced.<span style="mso-spacerun:yes"> </span><i style="mso-bidi-font-style:normal">Please note that the concept of turn is
relative to each participant. Your turn begins when you select an action, and
ends when you start another one. Your choices affect what you do for that
entire period</i>.</div>
<div class="MsoNormal">It also means that the effects of that turn, whilst
self-contained for that character, overlaps that of other participants.<span style="mso-spacerun:yes"> </span><i style="mso-bidi-font-style:normal">The
effects of one person’s actions will only occur for other non-involved
participants right before the start of that person’s next action</i>.<span style="mso-spacerun:yes"> </span>The ramifications of this will be explained
if it becomes necessary.<span style="mso-spacerun:yes"> </span>What this
effectively means is that you cannot change what you are doing because of the
effect of what someone else did during the same turn.</div>
<div class="MsoNormal">At the start of your turn, you need to tell me what you will
be doing.<span style="mso-spacerun:yes"> </span>Do not roll dice, move
figures, or give results.<span style="mso-spacerun:yes"> </span>State what you
are doing.<span style="mso-spacerun:yes"> </span>No dice rolls will be
accepted until I have a verbal statement of what you are doing.<span style="mso-spacerun:yes"> </span>This will be enforced.</div>
<h3 style="mso-list:l5 level3 lfo1"><a href="" name="Manuevers"></a><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial" lang="EN-US"><span style="mso-list:Ignore">1.2.2<span style="font:7.0pt "Times New Roman"">
</span></span></span><span lang="EN-US">Manoeuvres</span></h3>
<div class="MsoNormal">A manoeuvre consists of some kind of action, combined with
movement and defence options. Movement is generally restricted to a 1 yard
step, which can be taken before or after one’s action. Some manoeuvres allow
more movement. Active defences include Dodge, Block (with a Shield or Cloak),
and Parry (with a Weapon, or Unarmed). Some manoeuvres and situations prohibit
the use of some kinds of defences.</div>
<div class="MsoNormal">In every turn, a character has the following options: </div>
<ul type="disc"><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Do
Nothing</span></strong>: Standing there and doing nothing; when you are
stunned you automatically take this manoeuvre. No movement, any defence
(-4 to defence if stunned). </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Move</span></strong>:
You can move a number of yards equal to your Move score. If you take this manoeuvre
two for turns in rows and move more or less in a straight line, add 20% to
your Move score. Any defence. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Change
Posture</span></strong>: This lets you change between any two postures.
The postures include Standing, Sitting, Kneeling, Crawling, Lying Prone,
and Lying Supine. If you are lying down, you must first Change Posture to
Crawling, Kneeling, or Sitting before you can stand up. No movement, any defence
(postures often penalize defence rolls, but make ranged attacks harder). </li><ul type="circle"><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level2 lfo3;tab-stops:list 72.0pt">It's a free action to
crouch at any point, or to stand up from a crouch at the start of your
turn.<span style="mso-spacerun:yes"> </span>It’s also a free action to
go to prone at any point, but depending on the surface, it could cause
very minor damage. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level2 lfo3;tab-stops:list 72.0pt">You can change
between Kneeling and Standing in place of a 1 yard step. </li></ul><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Aim</span></strong>:
This full turn manoeuvre adds to the accuracy of your ranged attacks, and
can be undertaken for multiple consecutive turns for a higher bonus. You
must use this bonus the very first turn after you stop aiming or it
disappears. Step, any defence (but defences spoil aim). <span style="mso-spacerun:yes"> </span>When you aim a ranged weapon, you gain
its accuracy rating as a bonus when you shoot. If you aim for 2 turns,
your add +1, and another +1 for 3+ turns aiming. As you can see,
taking your time pays off when shooting. Bracing a crossbow to a wall,
table or the ground gives you another +1</li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Evaluate</span></strong>:
This full turn gives you +1 to skill with your melee weapon if you attack
the very next turn after you stop evaluating your opponent. Multiple turns
are cumulative, up to +3. Step, any defence. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Attack</span></strong>:
You can attack an opponent within reach. Step, any defence. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Feint
</span></strong><strong><span style="font-family:"Arial","sans-serif";
mso-bidi-font-family:"Times New Roman";font-weight:normal;mso-bidi-font-weight:
bold">(Skill)</span></strong><strong><span style="font-family:"Arial","sans-serif";
mso-bidi-font-family:"Times New Roman"">, Ruse </span></strong><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman";
font-weight:normal;mso-bidi-font-weight:bold">(IN) or</span></strong><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">
Beat </span></strong><strong><span style="font-family:"Arial","sans-serif";
mso-bidi-font-family:"Times New Roman";font-weight:normal;mso-bidi-font-weight:
bold">(ST)</span></strong>: You fake your opponent out, confuse him or
knock his weapon or shield out of the way. <span style="mso-spacerun:yes"> </span>You roll against one of skill, IN or ST,
and the opponent rolls against either skill or the stat that you rolled
against, and if you succeed your opponents defence is penalized by twice
your success amount against your next attack. You must attack in your very
next turn or you lose the benefit of the Feint, Ruse or Beat. Step, any defence. <span style="mso-spacerun:yes"> </span>These manoeuvres are useful to defeat
opponents with very high active defences.</li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">All-Out
Attack</span></strong>: You go all out on an attack, not paying attention
to defence. You can move one-half your normal Move score, but get no
active defences. Choose one of these options: </li><ul type="circle"><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level2 lfo3;tab-stops:list 72.0pt">Melee Attacks </li><ul type="square"><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level3 lfo3;tab-stops:list 108.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Determined</span></em>:
You get +4 to hit with your attack. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level3 lfo3;tab-stops:list 108.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Double:</span></em>
You get to make two attacks. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level3 lfo3;tab-stops:list 108.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Feint:</span></em>
You can Feint and Attack in the same turn.</li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level3 lfo3;tab-stops:list 108.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Long:</span></em><i style="mso-bidi-font-style:normal"> </i>You can perform a normal attack
at a longer distance.</li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level3 lfo3;tab-stops:list 108.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Strong:</span></em>
You add +2 damage, or +1 per die (or +2 to ST for a Beat). </li></ul><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level2 lfo3;tab-stops:list 72.0pt">Ranged Attacks </li><ul type="square"><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level3 lfo3;tab-stops:list 108.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Determined:</span></em>
You get +1 to hit with your attack. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level3 lfo3;tab-stops:list 108.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Suppression:</span></em>
Spray an area with an automatic weapon. </li></ul></ul><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Move
and Attack</span></strong>: You can move your entire Move score and make
an attack. A Melee attack is at -4, and your adjusted skill cannot exceed
9. A Ranged attack takes a penalty of -1 for walking, or -2 for running.<span style="mso-spacerun:yes"> </span>For crossbows, the penalty is tripled
and for bows, it is x 6.<span style="mso-spacerun:yes"> </span>Also note
a maximum aim bonus of +1 is applicable if you are moving, and that bows
cannot be aimed at all. <span style="mso-spacerun:yes"> </span>Dodge or
block only, and you cannot retreat. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">All-Out
Defence</span></strong>: You put all your efforts into defence, doing
nothing else. </li><ul type="circle"><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level2 lfo3;tab-stops:list 72.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Increased
Defence:</span></em> You gain +2 to one active defence (Dodge, Parry or
Block) for the turn. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level2 lfo3;tab-stops:list 72.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Double
Defence:</span></em> You can defend against every attack you take with
two different defences, gaining a back-up if the first defence fails.
These are normal defences in every way. </li></ul><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Concentrate</span></strong>:
You concentrate on one primarily mental action as a full-turn manoeuvre.
This might include casting a spell, using a psionic ability, making a
Leadership roll to give orders, or whatever. Some actions take more than
one full turn to complete. Step, any defence (may interfere with
concentration). </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Ready</span></strong>:
You perform some primarily physical action. This might include readying an
arrow for your bow, drawing your sword from its scabbard, regaining
control over an unbalanced weapon, or digging through your backpack. Some
actions take more than one turn to complete. Step, any defence. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l1 level1 lfo3;tab-stops:list 36.0pt"><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Wait</span></strong>:
You do nothing <em><span style="font-family:"Arial","sans-serif";
mso-bidi-font-family:"Times New Roman"">unless</span></em> a specific
circumstance of your choosing happens, then you can transform your Wait into
any non-Full Turn action. <span style="mso-spacerun:yes"> </span><i style="mso-bidi-font-style:normal">Note that you must provide a trigger
action</i>.</li><ul type="circle"><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:
auto;mso-list:l1 level2 lfo3;tab-stops:list 72.0pt"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Stop
Thrust</span></em>: If you have a ready thrusting weapon, you can use
Wait to prepare for a possible enemy charge. This allows you to attack
anyone who approaches within your reach, gaining +1 damage for every two
full yards your attacker moved toward you that turn. </li></ul></ul>
<div class="MsoNormal"><em><span style="font-family:"Arial","sans-serif";
mso-bidi-font-family:"Times New Roman"">Free Actions</span></em>: A character
can undertake any number of these actions every turn. </div>
<ul type="disc"><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l7 level1 lfo4;tab-stops:list 36.0pt">Talk, to a limited extent. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l7 level1 lfo4;tab-stops:list 36.0pt">Drop an Item. </li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l7 level1 lfo4;tab-stops:list 36.0pt">Crouch.</li><li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
mso-list:l7 level1 lfo4;tab-stops:list 36.0pt">Drop prone</li></ul>
<div class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto"><em><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman"">Interference</span></em>:
For the manoeuvres of Aim, Concentrate and Evaluate, they can be continued over
several turns in order to gain bonuses.<span style="mso-spacerun:yes">
</span>Whilst you can use any active defence whilst performing these
manoeuvres, note that any use of an active defence will stop the sustained
benefit that is occurring.<span style="mso-spacerun:yes"> </span>If you are
hit whilst performing these manoeuvres, then you will need to make a Will roll
to keep the sustained benefit.</div>
<h3 style="mso-list:l5 level3 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial" lang="EN-US"><span style="mso-list:Ignore">1.2.3<span style="font:7.0pt "Times New Roman"">
</span></span></span><span lang="EN-US">Extra Effort</span></h3>
<div class="MsoNormal"><span style="mso-ansi-language:EN-US" lang="EN-US">For the expense
of a point of fatigue, extra possibilities exist during combat.<span style="mso-spacerun:yes"> </span>These are: -</span></div>
<ul style="margin-top:0cm" type="disc"><li class="MsoNormal" style="mso-list:l0 level1 lfo8"><span style="mso-ansi-language:EN-US" lang="EN-US">Attacks</span></li><ul style="margin-top:0cm" type="circle"><li class="MsoNormal" style="mso-list:l0 level2 lfo8"><span style="mso-ansi-language:EN-US" lang="EN-US">Might Blow - +2 Damage</span></li><li class="MsoNormal" style="mso-list:l0 level2 lfo8"><span style="mso-ansi-language:EN-US" lang="EN-US">Giant Step – take two steps instead of
one</span></li><li class="MsoNormal" style="mso-list:l0 level2 lfo8"><span style="mso-ansi-language:EN-US" lang="EN-US">Great Lunge – get +1 reach with a weapon
(and -2 Damage)</span></li></ul><li class="MsoNormal" style="mso-list:l0 level1 lfo8"><span style="mso-ansi-language:EN-US" lang="EN-US">Defence</span></li><ul style="margin-top:0cm" type="circle"><li class="MsoNormal" style="mso-list:l0 level2 lfo8"><span style="mso-ansi-language:EN-US" lang="EN-US">Feverish - +1 to a single active defence</span></li><li class="MsoNormal" style="mso-list:l0 level2 lfo8"><span style="mso-ansi-language:EN-US" lang="EN-US">Rapid Recover – can Parry whilst
performing a move and attack</span></li></ul></ul>
<h3 style="mso-list:l5 level3 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial" lang="EN-US"><span style="mso-list:Ignore">1.2.4<span style="font:7.0pt "Times New Roman"">
</span></span></span><span lang="EN-US"><span style="mso-spacerun:yes"> </span>Range and Speed</span></h3>
<div class="MsoNormal"><span style="mso-ansi-language:EN-US" lang="EN-US">Range is
normally calculated in increments of metres (they use yards, but its close
enough).<span style="mso-spacerun:yes"> </span>If you are within a metre of
your opponent, then you are at close range; from 1 to 2 metres is range 1,
etc.<span style="mso-spacerun:yes"> </span>Speed is also calculated in metres
(yards) per second.</span></div>
<h4 style="mso-list:l5 level4 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial"><span style="mso-list:Ignore">1.2.4.1<span style="font:7.0pt "Times New Roman"">
</span></span></span>Melee</h4>
<div class="MsoNormal"><span style="mso-ansi-language:EN-US" lang="EN-US">Melee
weapons are listed with a reach.<span style="mso-spacerun:yes"> </span>This is
at what range they can be used to hit someone and do their appropriate damage.<span style="mso-spacerun:yes"> </span>Note that if a weapon lists two reaches, then
it may require a ready action to change grip to change the reach – this will be
noted against the weapon.</span></div>
<div class="MsoNormal"><i style="mso-bidi-font-style:normal"><span style="mso-ansi-language:EN-US" lang="EN-US">Note that even if a weapon is listed as being a
legal close-combat weapon, such as a knife, you will still have a -2 on your
attack roll, simply for being in close combat</span></i><span style="mso-ansi-language:EN-US" lang="EN-US"> (B112).<span style="mso-spacerun:yes">
</span>This does not apply to hand-to-hand attacks.</span></div>
<div class="MsoNormal"><span style="mso-ansi-language:EN-US" lang="EN-US">Some
weapons are also listed as being unbalanced – normally axe/mace and polearms
with a heavy head which are used for swing damage.<span style="mso-spacerun:yes"> </span>Such weapons cannot be used for an attack and
a parry in the same turn, or for two attacks or two parries.<span style="mso-spacerun:yes"> </span>If such a weapon is used at range 2 or more
(such as a great axe, halberd or maul), then it becomes unready after each
attack, and requires a Ready action (or two, for range 3 weapons) to be taken
to ready the weapon to be able to reuse it, thus only allowing one strike per
two (or three) turns.</span></div>
<h4 style="mso-list:l5 level4 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial"><span style="mso-list:Ignore">1.2.4.2<span style="font:7.0pt "Times New Roman"">
</span></span></span>Missile</h4>
<div class="MsoNormal"><span style="mso-ansi-language:EN-US" lang="EN-US">On the back
of your character sheet will be listed the Speed/Range Table.<span style="mso-spacerun:yes"> </span>This is all-important for missile fire.<span style="mso-spacerun:yes"> </span>You add the modifiers for both target range
and speed, and use that as a modifier on your skill roll.</span></div>
<div class="MsoNormal"><span style="mso-ansi-language:EN-US" lang="EN-US">If you
yourself are also moving (as in doing a Move and Attack, not a step), then
there are additional penalties, and aiming bonuses are reduced – refer to the </span>manoeuvre
above.<span style="mso-ansi-language:EN-US" lang="EN-US"></span></div>
<h3 style="mso-list:l5 level3 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial" lang="EN-US"><span style="mso-list:Ignore">1.2.5<span style="font:7.0pt "Times New Roman"">
</span></span></span><span lang="EN-US">Hit Location</span></h3>
<div class="MsoNormal">You can choose to target individual hit locations... </div>
<ul style="margin-top:0cm" type="disc"><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Torso
(0): The "normal" and "default" target for everything
except kneeing or kicking an upright opponent. </li><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Vitals
(-3): Only targetable by impaling, all piercing attacks, and tight-beam
burning attacks. The damage modifier for impaling or piercing is x4, while
tight-beam burning attacks do x2. </li><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Skull
(-7): The skull benefits from natural DR 2. The wounding modifier
increases to x4 for all attacks. Knockdown rolls are at -10, and use the
head-blow table for critical hits. </li><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Eye
(-9): Only targetable by impaling, all piercing attacks, and tight-beam
burning attacks. The same as a skull hit, without the extra DR! Injury
over HT/10 inflicts a crippling wound. </li><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Face
(-5): Sometimes ignores DR, if helmet is open faced. Knockdown rolls at
-5, and use the head-blow table for critical hits. </li><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Neck
(-5): Crushing and corrosion attacks do x1.5 damage, and cutting damage
does x2 damage. Anyone killed by a cutting blow to the head has been
decapitated! </li><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Groin
(-3 (-2 for a kick or knee)): Most creatures take double shock penalties
from damage, and get -5 to knockback rolls. </li><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Arm
or Leg (-2 – Default target for kicking or kneeing an upright opponent):
Large piercing, huge piercing and impaling damage are reduced to x1. Any
major wound that inflicts over HT/2 damage cripples the limb, but after
the arm has been crippled any further damage to it is ignored. </li><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Hands
or Feet (-4): As per an arm or leg, but it only requires HT/3 damage to
cripple. The penalty to hit a hand holding a shield is -8. </li><li class="MsoNormal" style="mso-list:l3 level1 lfo7;tab-stops:list 36.0pt">Weapon
</li><ul style="margin-top:0cm" type="circle"><li class="MsoNormal" style="mso-list:l3 level2 lfo7;tab-stops:list 72.0pt">Reach
"C": -5 </li><li class="MsoNormal" style="mso-list:l3 level2 lfo7;tab-stops:list 72.0pt">Reach
1: -4 </li><li class="MsoNormal" style="mso-list:l3 level2 lfo7;tab-stops:list 72.0pt">Reach
2+: -3 </li></ul></ul>
<div class="MsoNormal">You can attack at -8 (for the torso) or -10 (for anywhere
else), in order to halve DR. This is cumulative with other armour divisors that
you might have access to. </div>
<h3 style="mso-list:l5 level3 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial" lang="EN-US"><span style="mso-list:Ignore">1.2.6<span style="font:7.0pt "Times New Roman"">
</span></span></span><span lang="EN-US">Attacks</span></h3>
<div class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto">The
following is the sequence of establishing whether or not you have a successful
attack.<span style="mso-spacerun:yes"> </span>It may sound long and
convoluted, but once you get the hang of it, it should flow.</div>
<ul style="margin-top:0cm" type="disc"><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Start
with unmodified weapon skill<span style="mso-spacerun:yes">
</span></li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Apply
environmental modifiers: -</li><ul style="margin-top:0cm" type="circle"><li class="MsoNormal" style="mso-list:l6 level2 lfo5;tab-stops:list 72.0pt">Bad
footing –2 (mud, loose gravel, waxed floors etc), foot-deep water or
stairs –4, deeper water –6<span style="mso-spacerun:yes">
</span>(B107)<span style="mso-spacerun:yes"> </span>(Negated by aiming for
missile attacks)</li><li class="MsoNormal" style="mso-list:l6 level2 lfo5;tab-stops:list 72.0pt">Invisibility
and darkness (CII 70)</li></ul><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Apply
personal modifiers: -</li><ul style="margin-top:0cm" type="circle"><li class="MsoNormal" style="mso-list:l6 level2 lfo5;tab-stops:list 72.0pt">Off
hand (if not ambidextrous) –4</li><li class="MsoNormal" style="mso-list:l6 level2 lfo5;tab-stops:list 72.0pt">Unfamiliar
weapon –2</li><li class="MsoNormal" style="mso-list:l6 level2 lfo5;tab-stops:list 72.0pt">Wild
swing (attacking to side or rear) –5 with a maximum TH of 9 (B105)</li><li class="MsoNormal" style="mso-list:l6 level2 lfo5;tab-stops:list 72.0pt">Close
combat with a hand weapon –2 (B111)</li><li class="MsoNormal" style="mso-list:l6 level2 lfo5;tab-stops:list 72.0pt">Position:
-</li><ul style="margin-top:0cm" type="square"><li class="MsoNormal" style="mso-list:l6 level3 lfo5;tab-stops:list 108.0pt">Crouching,
sitting, kneeling –2</li><li class="MsoNormal" style="mso-list:l6 level3 lfo5;tab-stops:list 108.0pt">Prone
–4 (except with gun or crossbow)</li></ul><li class="MsoNormal" style="mso-list:l6 level2 lfo5;tab-stops:list 72.0pt">Shock
from Wounds – subtract what damage you took last round</li></ul><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Missile
Attacks – apply Target Distance and Range Modifiers, and any movement
penalties for you.</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Apply
any modifiers for aiming or evaluating</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Apply
any penalties for trying to hit a specific location.</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Roll
to hit.<span style="mso-spacerun:yes"> </span>If hit successful, then
opponent rolls to defend.</li></ul>
<h3 style="mso-list:l5 level3 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial" lang="EN-US"><span style="mso-list:Ignore">1.2.7<span style="font:7.0pt "Times New Roman"">
</span></span></span><span lang="EN-US">Defence</span></h3>
<div class="MsoNormal">If you are stunned, then your defence is at – 4.<span style="mso-spacerun:yes"> </span>Combat Reflexes/Paralysis will give a + or –
1 to the roll.<span style="mso-spacerun:yes"> </span></div>
<div class="MsoNormal">If you are facing multiple opponents, then you will have to
state against whom you are defending and how.<span style="mso-spacerun:yes">
</span>If that attacker fails to hit, then the defence is effectively wasted –
it cannot be transferred to another attacker.<span style="mso-spacerun:yes">
</span>Note that you can only block or parry once per turn, but you can dodge
as many times as you like, however for every subsequent dodge after the first,
there is a cumulative –1 penalty.</div>
<h4 style="mso-list:l5 level4 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial"><span style="mso-list:Ignore">1.2.7.1<span style="font:7.0pt "Times New Roman"">
</span></span></span>Parry</h4>
<div class="MsoNormal">Parry is considered to be similar to attacking the
opponent’s weapon, but he cannot parry a parry and you cannot damage the
attacker’s weapon by parrying it.<span style="mso-spacerun:yes"> </span>It is
equal to the weapon skill – penalties to hit are based on the current reach of
the opponent’s weapon that you are parrying – 5, taking Close as 0, i.e., -5
for small weapons (knife etc), -3 for pole-arms and great-swords at range 2,
and –4 for most others (B110 Sidebar).<span style="mso-spacerun:yes">
</span>All parries work the same way.<span style="mso-spacerun:yes"> </span></div>
<div class="MsoNormal">Note also that unbalanced weapons (axe/mace weapons, large
swords and pole arms that are swung) cannot be used for an attack and a parry
in the same turn.<span style="mso-spacerun:yes"> </span>Best to use a shield
with these if you can.</div>
<h4 style="mso-list:l5 level4 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial"><span style="mso-list:Ignore">1.2.7.2<span style="font:7.0pt "Times New Roman"">
</span></span></span>Block</h4>
<div class="MsoNormal">You can make <i style="mso-bidi-font-style:normal">one</i>
block defence per turn if you have a ready cloak or shield. You can choose to
retreat when making a block roll, adding +1 to the defence roll and moving 1
yard. You cannot block firearms or beam weapons.</div>
<div class="MsoNormal">Block is effectively a parry with a shield – it works off
Shield skill with the appropriate modifiers as above for the opponent’s weapon,
however Shield skill is increased by the Passive Defence value of the shield,
from 1 to 4, as shown on B76.</div>
<h4 style="mso-list:l5 level4 lfo1"><span style="mso-fareast-font-family:Arial;mso-bidi-font-family:Arial"><span style="mso-list:Ignore">1.2.7.3<span style="font:7.0pt "Times New Roman"">
</span></span></span>Dodge</h4>
<div class="MsoNormal">You can Dodge any attack <i style="mso-bidi-font-style:normal">that
you are aware of</i>, and have no limit in how many dodges you can make in a
turn.<span style="mso-spacerun:yes"> </span>Each subsequent dodge is made at a
cumulative -1.<span style="mso-spacerun:yes"> </span>Dodge works off Basic
Speed x 2, i.e., (DX + HT)/2 (round down) with the appropriate modifiers as
above for the opponent’s weapon.</div>
<ul style="margin-top:0cm" type="disc"><li class="MsoNormal" style="mso-list:l2 level1 lfo6;tab-stops:list 36.0pt">You
can choose to Retreat when dodging a melee attack <i style="mso-bidi-font-style:
normal">once per turn</i>, gaining a +3 to your defence.</li><li class="MsoNormal" style="mso-list:l2 level1 lfo6;tab-stops:list 36.0pt">You
may choose to Drop when dodging a ranged attack <i style="mso-bidi-font-style:
normal">once per turn</i>, gaining a +3 to your defence and moving away 1
yard.</li><li class="MsoNormal" style="mso-list:l2 level1 lfo6;tab-stops:list 36.0pt">You
can also make a Sacrificial Dodge, throwing yourself in front of an attack
that would hit someone else. </li><li class="MsoNormal" style="mso-list:l2 level1 lfo6;tab-stops:list 36.0pt"><i style="mso-bidi-font-style:normal">Once per turn</i> you can take an
Acrobatic dodge if you have the Acrobatics skill, gaining a +4 to your
Dodge if you make the roll and a -2 if you fail.</li><li class="MsoNormal" style="mso-list:l2 level1 lfo6;tab-stops:list 36.0pt">If
you use a dodge manoeuvre, you may not step towards the opponent in the
same turn.</li></ul>
<h3 style="mso-list:l5 level3 lfo1"><strong><span style="font-family:"Arial","sans-serif";mso-fareast-font-family:
Arial;mso-bidi-font-weight:normal" lang="EN-US"><span style="mso-list:Ignore">1.2.8<span style="font:7.0pt "Times New Roman"">
</span></span></span></strong><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman";
mso-bidi-font-weight:normal" lang="EN-US">Armour Protection</span></strong></h3>
<div class="MsoNormal"><span style="mso-ansi-language:EN-US" lang="EN-US">Armour has
two ratings – Damage Protection, or DP, and Edge Protection, or EP.<span style="mso-spacerun:yes"> </span></span>DR negates the force of a blow, EP
allows the force of a blow through, but prevents an edge or point from
penetrating the armour (and thus flesh). <span style="mso-spacerun:yes"> </span>Simply put, DR represents resistance to any
deformity at all; EP represents resistance to penetration. Tough, flexible
material has low DR, high EP. Tough, hard material has high DR, low EP.</div>
<div class="MsoNormal">Armour can be layered for additional protection, and can be
bought individually for specific locations.<span style="mso-ansi-language:
EN-US" lang="EN-US"></span></div>
<h3 style="mso-list:l5 level3 lfo1"><strong><span style="font-family:"Arial","sans-serif";mso-fareast-font-family:
Arial;mso-bidi-font-weight:normal" lang="EN-US"><span style="mso-list:Ignore">1.2.9<span style="font:7.0pt "Times New Roman"">
</span></span></span></strong><strong><span style="font-family:"Arial","sans-serif";mso-bidi-font-family:"Times New Roman";
mso-bidi-font-weight:normal" lang="EN-US">Damage & Hit Points</span></strong></h3>
<div class="MsoNormal">If the defence is unsuccessful, and the armour doesn’t stop
the blow, then you may get hurt.</div>
<ul style="margin-top:0cm" type="disc"><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Subtract
total DR for that location from the total damage</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">For
Bullet, Impale and Cut, damage less that the EP at that location is
treated as Crush</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Multiply
Damage by the multipliers and add together.</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Damage
over Blow-through is lost.</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Check
for Stun</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">If Stunned,
check for KO</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Check
for Additional Damage</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Subtract
Toughness from total damage, and take from total Hit Points.</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">Note
actual wound</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">If
Hit Points at 0 or less, roll against HT for Unconsciousness.</li><li class="MsoNormal" style="mso-list:l6 level1 lfo5;tab-stops:list 36.0pt">If
Hit Points at –HT or less, roll for Death</li></ul>
<div class="MsoNormal">Anytime you take damage, you suffer a Shock Penalty on your
next turn equal to the amount of damage you took. This maxes out at -4, and
subtracts from your DX and IQ, as well as all skills based upon those
attributes, <i style="mso-bidi-font-style:normal">as well as active defences</i>.
<span style="mso-spacerun:yes"> </span></div>
<div class="MsoNormal">Any wound that inflicts more than half your HP, or any
crippling wound, is a "major wound". These wounds require a HT roll
to resist stunning.<span style="mso-spacerun:yes"> </span>Anyone who is <i style="mso-bidi-font-style:normal">Stunned</i> will be only able to defend the
following round, and all active defences will be at –4.<span style="mso-spacerun:yes"> </span>For each subsequent round, they will need to
make an <b style="mso-bidi-font-weight:normal"><i style="mso-bidi-font-style:normal">Initiative</i></b>
roll to act normally again.</div>
<div class="MsoNormal">If you are stunned, you may also be knocked out.<span style="mso-spacerun:yes"> </span>A KO does not necessarily imply
unconsciousness, but simply means that the victim is out of play – generally,
recovery takes about one minute per point of damage done.</div>
<div class="MsoNormal">A character reduced to below 1/3rd of his Hit Points is in
"bad shape", and halves his Move and Dodge. <span style="mso-spacerun:yes"> </span>Reduction below zero means entering into unconsciousness
territory.<span style="mso-spacerun:yes"> </span>Reduction below –HT hit points
means entering into death territory.<span style="mso-spacerun:yes"> </span>Reduction
below -5 x HT is immediate death.<span style="mso-spacerun:yes">
</span>Reduction below -10 x HT is mop-and-bucket territory.</div>
</div><div> </div><div>--<br>Regards,</div><div><br><br></div><div>Michael Cole<br></div></div></body></html>