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Aim
min(Move,2)
Change Position
0
1 hex
Step & Ready
1 hex
Step & Attack
All-Out Attack
Move
Step & Feint
1 hex
Step &
Concentrate
Step & Wait
1 hex
All-Out Defense
1 hex
Move
Move
1 hex
Attack Active
Defense
normal normal
Standing
-2
0
Crouching
-2
-2
Kneeling
Crawling only Close
-3
(2 hexes) Combat
-2
-2
Sitting
Lying
crossbow
or gun: +1 -3
Down
(2 hexes) -4 otherwise
Close Attack
Grapple
Grab weapon
Grab weapon arm
Attack with weapon
Attack bare-handed
Takedown
Pin
Choke
Break free
none
Notes
Defense
no change
See Aiming Table normal, but lose Aim bonus
any
none
normal
any
none
normal
any
normal
normal
no change 2 attacks, or 1 at +4, or 1 at Passive Defense only
+2 damage or feint & attack
any
Quick Contest vs
normal
max(weapon, shield or DX)
any
none
any, but roll Will-3 or
break concentration
normal
normal
any
any
Position
Attack
Location Mod
Brain
-7
Head
-5
Eyes
-9
(thru slits) -10
Far arm
-4
Hand (l/r)
-4
Far hand
-8
Near arm
-2
Torso
0
Far leg
-2
-2
Near leg
Foot (l/r)
-4
Vitals
-3
Groin
-3
Jaw
-5
-4
Kidneys
-6
Nose
Throat
-5
max 2 different
defenses per attack
normal
Notes
must keep target continually in sight
none
also to pick up items
requires ready weapon to attack
none
foe has defense penalty next turn
magic or psionics only
if did not move, can move 1 hex forward & attack
Also reflex action, Opportunity Fire and Stop Thrust
max 2 parries per weapon and 2 blocks
Stand (may sprint), Crouch (+ per hex), Kneel or
Crawl (+2 per hex), Sit (no move), Lying (1 hex per turn)
Ranged weapon attack = base skill + size mod + (range + speed) mod + other mods
1 1 2 3 4 7 10 15 20 30 45 70 100 150 200
Size(m)/Range(m)/Speed(m/s)
2 1 0 1 2 3 4 5 6 7 8 9 10 11 12
+/- Modifier
Higher target Add 1m to range per metre higher
Aiming time
0 turns (Snap shot)
-4 if skill < weapons SS Unfamiliar ...
Type of weapon
-4
4
# of turns 1
3
2
Modifier +ACC +ACC+1 +ACC+2 +ACC+3 Weapon of known type/vehicle aiming system -2
-4 or more
Moving max +1, speedmin(2, Move); not bow Weapon in bad repair
Small
-5,
Medium
-4,
Large -3
Weapon
as
target
+1
if
time
is
taken
to
aim
Bracing
Long range 2x penalty if attacker is nearsighted Targets position
-7
(see also Step & Wait) Prone behind minimum cover, head down
Opportunity fire
Head
and
shoulders
exposed
-4
Evaluate target before firing
-2
-4 per intervening figure
Hexes watched 1-2 3-4 5-6 7-10 >10 1-line Behind someone else
Body half-exposed
-3
-4 -5 -6 -7 -8 -5
Modifier
-2 (and -4 for Snap Shot) is -6 Behind light cover
-2
Pop-up attack
-2
worse of roll vs normal or 9 Crouching, Kneeling or Sitting
Wrong target
-4
worse of roll vs normal-10 or 9 Crawling, Lying down
Shooting blind
Flying tackle
Evade
GURPS Cribsheet V2.1 by Soh Kam Hung. GURPS is a registered trademark of Steve Jackson Games Incorporated. Used by permission.
Type
Location
Damage multiplier
Crush
Cut
Impale
1x, 1x (kidneys)
1x
1x (limbs), 2x (torso), 3x (vitals)
Brain
Throat
Vitals
4x
1xCrush, 2xCut, 2xImpale
Crush or impale attack only
Cause
Roll vs
Any injury
>HT/2 damage in 1 round
Stun
Head or brain, any blow
Head critical hit
HT
HT
Injury
Injury or Effect
Shock
Stun
Fall
Unconscious
Refer Critical Head Damage Table
Unconscious
Stun. Impale or small missile hits brain
As above and blind (Crippled)
Stun
Stun
Stun
Decapitation
Unconscious
Stun
Knockout
Stun & limb Crippled
Stun & limb Crippled
Move=Move/2
Unconscious
Dead
Dead
Shock
Stun
Cripple
(IQ & DX) - Dam for NEXT turn. Recover at start of the following turn
Active Defense-4 THIS turn. Roll vs HT or IQ at start of next turn
After battle, roll vs HT once. Recover(<=HT), Lasting(<=HT+3),
Permanent otherwise. Add 5 to HT roll if Rapid Healing
Unconscious Roll vs HT every 15 minutes if lost 2 or less HP
Roll vs HT every hour if HP>0.
Awaken in min(12,-HP) hours if 0>=HP>-HT
Roll vs HT in 12 hours if HP <= -HT. Success -> Alive
Treatment
Effect
None (roll vs HT) 1HP per day. Add 5 to HT roll if Rapid Healing
First Aid
Requires 30min. Max(1,1d-3)HP, Critical(-2HP or HT)
Physician
+1HP per 1 week, Critical(-1HP or +2HP)