[Classicmerp] Combat Primer
Michael Cole
mcole222 at yahoo.com.au
Sat Dec 14 12:07:32 UTC 2013
This is a basic rundown on how combat will work in GURPS - it looks complicated, but it isn't (that much)
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.
1 Combat Primer
1.1 General Notes
Unlike
D&D combat, which has a hit-point economy, GURPS combat has a 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”.
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. In D&D you can win a war of
attrition by having more to start with. In GURPS, not only is it a lot 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.
Because your safety is dependent on not getting hit, and
thus defence; overwhelming and swamping numbers reigns supreme. In GURPS, you roll to hit, and then the
defender rolls to defend him- or herself. Multiple defences generally are at cumulative penalties. 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.
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. Generally, the best way to
succeed in combat is not to engage in it – I see a quote from War Games coming in here. So some major points: -
* Fight a fight you can win. If you can't win, run. Don't even enter a fight you can't win unless you have to.
* Don't fight alone. Bring friends. Don't be outnumbered unless you can't help it.
* Get the first hit in, and then make it count. 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.
* Being good at one active defence is very useful.
* Getting good at one weapon is important.
* If you are outmatched, don’t gamble on all-out attack, it’s not worth it. You must make use of surprise, manoeuvres and terrain if you want to stand a chance. Until that point, your primary aim must be to protect yourself.
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. 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.
1.2 Overview
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. It is long, but
well worth reading. Its not all mine, I
stole most of it from others.
1.2.1 Turns
The Combat System is based on 1 second turns, 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. 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.
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. In
other words, the action does not occur instantaneously – actions are
effectively interlaced. 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.
It also means that the effects of that turn, whilst
self-contained for that character, overlaps that of other participants. 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. The ramifications of this will be explained
if it becomes necessary. 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.
At the start of your turn, you need to tell me what you will
be doing. Do not roll dice, move
figures, or give results. State what you
are doing. No dice rolls will be
accepted until I have a verbal statement of what you are doing. This will be enforced.
1.2.2 Manoeuvres
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.
In every turn, a character has the following options:
* Do Nothing: Standing there and doing nothing; when you are stunned you automatically take this manoeuvre. No movement, any defence (-4 to defence if stunned).
* Move: 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.
* Change Posture: 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).
* It's a free action to crouch at any point, or to stand up from a crouch at the start of your turn. It’s also a free action to go to prone at any point, but depending on the surface, it could cause very minor damage.
* You can change between Kneeling and Standing in place of a 1 yard step.
* Aim: 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). 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
* Evaluate: 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.
* Attack: You can attack an opponent within reach. Step, any defence.
* Feint (Skill), Ruse(IN) orBeat (ST): You fake your opponent out, confuse him or knock his weapon or shield out of the way. 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. These manoeuvres are useful to defeat opponents with very high active defences.
* All-Out Attack: 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:
* Melee Attacks
* Determined: You get +4 to hit with your attack.
* Double: You get to make two attacks.
* Feint: You can Feint and Attack in the same turn.
* Long:You can perform a normal attack at a longer distance.
* Strong: You add +2 damage, or +1 per die (or +2 to ST for a Beat).
* Ranged Attacks
* Determined: You get +1 to hit with your attack.
* Suppression: Spray an area with an automatic weapon.
* Move and Attack: 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. For crossbows, the penalty is tripled and for bows, it is x 6. Also note a maximum aim bonus of +1 is applicable if you are moving, and that bows cannot be aimed at all. Dodge or block only, and you cannot retreat.
* All-Out Defence: You put all your efforts into defence, doing nothing else.
* Increased Defence: You gain +2 to one active defence (Dodge, Parry or Block) for the turn.
* Double Defence: 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.
* Concentrate: 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).
* Ready: 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.
* Wait: You do nothing unless a specific circumstance of your choosing happens, then you can transform your Wait into any non-Full Turn action. Note that you must provide a trigger action.
* Stop Thrust: 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.
Free Actions: A character
can undertake any number of these actions every turn.
* Talk, to a limited extent.
* Drop an Item.
* Crouch.
* Drop prone
Interference:
For the manoeuvres of Aim, Concentrate and Evaluate, they can be continued over
several turns in order to gain bonuses. 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. If you are
hit whilst performing these manoeuvres, then you will need to make a Will roll
to keep the sustained benefit.
1.2.3 Extra Effort
For the expense
of a point of fatigue, extra possibilities exist during combat. These are: -
* Attacks
* Might Blow - +2 Damage
* Giant Step – take two steps instead of one
* Great Lunge – get +1 reach with a weapon (and -2 Damage)
* Defence
* Feverish - +1 to a single active defence
* Rapid Recover – can Parry whilst performing a move and attack
1.2.4 Range and Speed
Range is
normally calculated in increments of metres (they use yards, but its close
enough). If you are within a metre of
your opponent, then you are at close range; from 1 to 2 metres is range 1,
etc. Speed is also calculated in metres
(yards) per second.
1.2.4.1 Melee
Melee
weapons are listed with a reach. This is
at what range they can be used to hit someone and do their appropriate damage. 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.
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(B112). This does not apply to hand-to-hand attacks.
Some
weapons are also listed as being unbalanced – normally axe/mace and polearms
with a heavy head which are used for swing damage. Such weapons cannot be used for an attack and
a parry in the same turn, or for two attacks or two parries. 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.
1.2.4.2 Missile
On the back
of your character sheet will be listed the Speed/Range Table. This is all-important for missile fire. You add the modifiers for both target range
and speed, and use that as a modifier on your skill roll.
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 manoeuvre
above.
1.2.5 Hit Location
You can choose to target individual hit locations...
* Torso (0): The "normal" and "default" target for everything except kneeing or kicking an upright opponent.
* 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.
* 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.
* 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.
* Face (-5): Sometimes ignores DR, if helmet is open faced. Knockdown rolls at -5, and use the head-blow table for critical hits.
* 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!
* Groin (-3 (-2 for a kick or knee)): Most creatures take double shock penalties from damage, and get -5 to knockback rolls.
* 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.
* 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.
* Weapon
* Reach "C": -5
* Reach 1: -4
* Reach 2+: -3
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.
1.2.6 Attacks
The
following is the sequence of establishing whether or not you have a successful
attack. It may sound long and
convoluted, but once you get the hang of it, it should flow.
* Start with unmodified weapon skill
* Apply environmental modifiers: -
* Bad footing –2 (mud, loose gravel, waxed floors etc), foot-deep water or stairs –4, deeper water –6 (B107) (Negated by aiming for missile attacks)
* Invisibility and darkness (CII 70)
* Apply personal modifiers: -
* Off hand (if not ambidextrous) –4
* Unfamiliar weapon –2
* Wild swing (attacking to side or rear) –5 with a maximum TH of 9 (B105)
* Close combat with a hand weapon –2 (B111)
* Position: -
* Crouching, sitting, kneeling –2
* Prone –4 (except with gun or crossbow)
* Shock from Wounds – subtract what damage you took last round
* Missile Attacks – apply Target Distance and Range Modifiers, and any movement penalties for you.
* Apply any modifiers for aiming or evaluating
* Apply any penalties for trying to hit a specific location.
* Roll to hit. If hit successful, then opponent rolls to defend.
1.2.7 Defence
If you are stunned, then your defence is at – 4. Combat Reflexes/Paralysis will give a + or –
1 to the roll.
If you are facing multiple opponents, then you will have to
state against whom you are defending and how. If that attacker fails to hit, then the defence is effectively wasted –
it cannot be transferred to another attacker. 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.
1.2.7.1 Parry
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. 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). All parries work the same way.
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. Best to use a shield
with these if you can.
1.2.7.2 Block
You can make one 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.
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.
1.2.7.3 Dodge
You can Dodge any attack that
you are aware of, and have no limit in how many dodges you can make in a
turn. Each subsequent dodge is made at a
cumulative -1. 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.
* You can choose to Retreat when dodging a melee attack once per turn, gaining a +3 to your defence.
* You may choose to Drop when dodging a ranged attack once per turn, gaining a +3 to your defence and moving away 1 yard.
* You can also make a Sacrificial Dodge, throwing yourself in front of an attack that would hit someone else.
* Once per turn 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.
* If you use a dodge manoeuvre, you may not step towards the opponent in the same turn.
1.2.8 Armour Protection
Armour has
two ratings – Damage Protection, or DP, and Edge Protection, or EP. 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). 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.
Armour can be layered for additional protection, and can be
bought individually for specific locations.
1.2.9 Damage & Hit Points
If the defence is unsuccessful, and the armour doesn’t stop
the blow, then you may get hurt.
* Subtract total DR for that location from the total damage
* For Bullet, Impale and Cut, damage less that the EP at that location is treated as Crush
* Multiply Damage by the multipliers and add together.
* Damage over Blow-through is lost.
* Check for Stun
* If Stunned, check for KO
* Check for Additional Damage
* Subtract Toughness from total damage, and take from total Hit Points.
* Note actual wound
* If Hit Points at 0 or less, roll against HT for Unconsciousness.
* If Hit Points at –HT or less, roll for Death
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, as well as active defences.
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. Anyone who is Stunned will be only able to defend the
following round, and all active defences will be at –4. For each subsequent round, they will need to
make an Initiative roll to act normally again.
If you are stunned, you may also be knocked out. 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.
A character reduced to below 1/3rd of his Hit Points is in
"bad shape", and halves his Move and Dodge. Reduction below zero means entering into unconsciousness
territory. Reduction below –HT hit points
means entering into death territory. Reduction
below -5 x HT is immediate death. Reduction below -10 x HT is mop-and-bucket territory.
--
Regards,
Michael Cole
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