Disclaimer. This is a rather simple flow chart. Can you imagine if I added the critical hit, miss, and defense critical success operators?! Ok this should be kinda enough for newbies and a bit more. You can simplify it a bit more. I will make it available in my gurps teaching folder but note I’m a libreoffice guy.
Step 1 Choose a Maneuver
B324 (Characters), B363 (Campaigns)
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Do Nothing
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“Mental Maneuvers”
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Concentrate
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Aim
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Evaluate
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Wait
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Movement Maneuvers
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Move
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Change Posture
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Ready
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All out Defense
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Attack Maneuvers
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Feint
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Attack
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Committed Attack (MA
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Defensive Attack (MA
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Move-and-Attack
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All-out-Attack
Step 3: Choose an Attack Options
B369
Typically techniques improve a character’s ability to execute an attack option. While there may not be a technique for every attack option, every technique is an attack option.
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Hit Location (aka Called Shot; B369)
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Target Chinks in the Armor (B400)
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Strike at Weapons (B400)
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Deceptive Attack (B369)
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Dual Weapon Attack (B417)***
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Disarming (B400)
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Rapid Strike (B369)
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Slam (B371)
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Shove (B372)
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Unarmed Attack Options (B370; B400)
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Feint** (B365)
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Horse Archery (B396)
**it becomes a combat option in Martial Arts, but its already a combat option in Basic Set under Feint and Attack, which can be broken down to Double Attack: Feint and Attack.
Roll and Shout – Feint as a Combat Option
***make it -5 instead of -4 and only against one target only if you dont have GURPS martial arts.
STEP 3.1 If Unarmed Choose the following Options.
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Striking (B370)
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Punch
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Kick
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Grab (B370)
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Grapple (B370)
STEP 3.2 Grappling Attack Options
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Takedown – (B370) force opponent to the ground (B371)
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Pin – (B370) while on the ground, force an opponent to a weaker position.
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Choke/Strangle – (B371) deal crushing damage
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Choke Hold (B404)
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Arm Lock (B403)
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Neck Snap (B404)
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Wrench Limb (B404)
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Strike with other Limb (B371, Actions After being Grappled)
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Non Attack Options:
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Release Grip
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Throw away Ready Weapon
STEP 3.3 Grappled Character’s Option
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Attack or All-out-Attack
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Ready
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Break Free
Melee Attacks
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B369
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Target Size Modifier (B19)
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Attacker’s Reach B402
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Scaling Weapons LTC2 p.21
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Footing (B387, B547)
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Combat at Different Levels – penalty to defenses for inferior position, bonus to defenses for suprior position, modifiers for hit location making some harder while others easier (B402)
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DR B46, B282
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Cover B407
Ranged Attacks
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B372
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DR B46, B282
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Speed and Range Penalties B550
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Aim and Weapon Accuracy
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Target Size Modifier B19
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Cover B407
Critical Hits and Misses
B381
Critical Hit – B556 (30% improvement in damage or effect)
Critical Defense –
Critical Misses – B556 ()
Unarmed Critical Miss – B557
STEP 4. Active Defense
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Block (B374-375)
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Dodge (B375-376)
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Parry (B376-377)
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Physical Resistance Rolls (B)
STEP 5 Defense Action Options
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Retreat (for melee only) (B377)
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Dodge and Drop (B378)
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Cross Parry (MA121)
STEP 6 Injury
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Check Hit Location (roll random hit location B552)
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Roll Knockdown/Stunning B420
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If taking damage > HP/2
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if taking damage that can cause Shock on Head, Vitals or Groin.
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Check effects of Hit Location
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Hit location B398
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Effects of Crippling B421
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Shock penalty to DX and IQ B419
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Check General Injury B419
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< 1/3 HP remaining, 1/2 move and dodge
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0 HP, roll HT vs Unconsciousness
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-1xHP Roll and every HP worth of damage, HT vs Unconsciousness and roll HT vs Death
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Other Effects
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Affliction (B428) ex. Moderate, Severe and Terrible Pain
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Poisons (B437)
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Optional Rules
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Bleeding B420
STEP 7 Mark Off Fatigue
B426
STEP 8 Fright Checks
B360
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After the combat – if there is a grisly death (ex critical hits to the head or the character lost a limb) of close or strong relations, and there is a grisly death, or the loss of a limb roll Fright Check to see if there is Trauma and Mental Scarring (see fright check modifiers; fitting for gritty campaigns).
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Characters with Post Combat Shakes immediately make a roll after any lethal combat.
+Steve Hartline made this audio flowchart with Quizelet.
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