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Combat Guides and Links.

Posted by GM HeathFor group 0
GM Heath
GM, 731 posts
God
Mon 8 Jan 2007
at 23:07
  • msg #1

Combat Guides and Links

For your reference, here are some links to help with battle:

COMBAT BASICS

Combat Basics:  http://members.tripod.com/mastersofthematrix/id37.htm

Combat Flowchart:  http://members.tripod.com/mastersofthematrix/id56.htm

Combat Modifiers: http://members.tripod.com/mastersofthematrix/id52.htm

3d6 Statistical Chart:  http://members.tripod.com/mastersofthematrix/id111.htm

Regular Fatigue:  http://members.tripod.com/mastersofthematrix/id114.htm

Movement and Encumbrance (affects speed score, Dodge, and initiative):  http://members.tripod.com/mastersofthematrix/id47.htm

RANGED WEAPONS

Using Ranged Weapons:  http://members.tripod.com/mastersofthematrix/id41.htm

Single Shot weapons and recoil:  http://members.tripod.com/mastersofthematrix/id50.htm

"Aiming" for ranged weapons:  http://members.tripod.com/mastersofthematrix/id51.htm

Using Automatic Weapons:  http://members.tripod.com/mastersofthematrix/id49.htm

Weapons Stats for Most Common Weapons: http://members.tripod.com/mastersofthematrix/id108.htm

Weapon Stats for Ranged Weapons (long list):  http://members.tripod.com/mastersofthematrix/id106.htm

MELEE WEAPONS AND MARTIAL ARTS

Using Melee Weapons:  http://members.tripod.com/mastersofthematrix/id46.htm

Maneuvers:  http://members.tripod.com/mastersofthematrix/id55.htm

List of martial arts maneuvers:  link to a message in "GURPS - Masters of the Matrix"

Chambara Martial Arts:  http://members.tripod.com/mastersofthematrix/id101.htm

Chi Mastery:  http://members.tripod.com/mastersofthematrix/id103.htm

MATRIX COMBAT
Codebreaker Skills:  http://members.tripod.com/mastersofthematrix/id58.htm

Codebreaker Skills (interactive list):  http://members.tripod.com/mastersofthematrix/id99.htm

The Focus Skill:  http://members.tripod.com/mastersofthematrix/id29.htm

Codebreaker Fatigue:  http://members.tripod.com/mastersofthematrix/id58.htm

DAMAGE AND HEALTH

Knockdowns, stuns, and shock:  http://members.tripod.com/mastersofthematrix/id44.htm

First Aid:  http://members.tripod.com/mastersofthematrix/id43.htm

Effect of Injuries (effects begin at 3 HT!):  http://members.tripod.com/mastersofthematrix/id45.htm

Bleeding:  http://members.tripod.com/mastersofthematrix/id42.htm
GM Heath
GM, 733 posts
God
Mon 8 Jan 2007
at 23:10
  • msg #2

Re: Combat Guides and Links

Here are a list of the maneuvers for general Martial Arts.  I can post more definitive descriptions upon request.  These DO NOT include the Chambara special maneuvers.


LIST OF MANEUVERS FOR MARTIAL ARTS

Arm or Wrist Lock (average)  Def: Judo or Wrestling


Back Kick (Hard)  Def: Karate-4 or Kicking -2
     Prereq: Karate, cannot exceed karate skill level

Breakfall (Average)  Def: Judo or Acrobatics
     Prereq: Judo

Choke Hold (Hard)  Def: Judo-2 or Wrestling -3
     Prereq:  Judo or Wrestling, cannot exceed sk lvl

Close Combat (Average)  Def:  Any close combat weapon skill-2 or other weapon skill -6
     Prereq:  Weap skill; must specialize; cannot exceed prereq sk lvl or skill-3 for long weapons

Disarm (Hard)  Def: DX, Judo or Weapon skill
  Allows unarmed man to take attacker's weapon.  The defender must have successfully parried the weapon attack, or must grab the weapon arm, as per p. B111, substituting disarming for DX.  On the next turn, a Quick Contest betw Disarming and DX is necessary to remove the weapon.  A failure means the attacker keeps the weapon; crit failure means hit on the hand!  For weapons with disarming capability, replace Disarm with appropriate weapon skill.
   Can also use Arm or Wrist Lock to disarm.

Dual Weapon Attack (Hard)  Def: Combat skill-4.
     Prereq: Any one handed combat skill; must specialize; cannot exceed sk lvl

Elbow Strike (Average)  Def:  Karate-2
     Prereq:  Karate; cannot exceed karate sk lvl

Feint (Hard)  Def: Combat skill lvl
    Prereq: Combat skill; must specialize; cannot exceed prereq skl lvl+4

Ground Fighting (Hard)  Def: Combat skill -4
     Prereq: Any Combat/Weapon Skill; must spec; cannot exceed prereq sk lvl

Head Lock (Hard)  Def:  Judo-4 or Wrestling-4
     Prereq: Judo or Wrestling; cannot exceed prereq lvl
     This attack consists of putting the target's head in a lock, similar to a choke hold, but holidng it in such a way that the target can be thrown while using the neck as the axis of the throw - which will almost certainly break the target's neck.  After Grappling the foe, the attacker must roll against Head Lock to grab the neck (the target can make any Active Defense against this; PD does not protect).  On a success, the target's head has been put in a lock.
     The following round, the attacker can try to either Choke the victim (treat as normal Strangling roll), or he can throw him; the throw is resolved as a Quick Contest between the attacker's Judo or Wrestling skill and the defender's ST, DX, Judo or Wrestling, whichever is highest.  If the attacker wins,the target takes swing damage (plus a bonus equal to 1/8 Wrestling or Judo skill) to the neck, which is multiplied by 1.5.  If defender wins or ties, no dmg is taken and the victim can try to Break Free.
     See Neck Snap maneuver for lasting effects of neck damage.

Hit Location (Hard)  Def:  Combat skill -3
     Prereq:  Any combat/weapon skill; must specialize; cannot exceed prer sk lv


Horse Archery (Hard)  Def: Bow-4
     Prereq:  Bow and riding at 12; cannot exceed bow skill

Jab (Average)  Def:  Boxing-3 or Karate-3
     Prereq: Boxing; cannot exceed boxing sk lvl

Jump Kick (Hard)  Def:  Karate-4 or Kicking-2
     Prereq:  Karate; cannot exceed Karate lvl

Kicking (Hard)  Def:  Karate-2 or Brawling-2
     Prereq:  Karate or Brawling; cannot exceed prereq sk lvl

Knee STrike (average)  Def:  Karate-1 or Brawling-1
     Prereq:  Karate or Brawling; cannot exceed prereq +2

Neck Snap (Hard)  Def:  ST-4
     Prereq:  Cannot exceed ST +3

Off Hand Weapon Training (Hard)  Def:  Combat/weapon skill-4
     Prereq:  Any Combat/Weapon Skill; must specialize; cannot exceed pre sk lv

Rabbit Punch (Average)  Def: Brawling-3
     Prereq:  Brawling; cannot exceed brawling

Roundhouse punch (Average)  Def: Brawling-3 or Boxing-3
     Prereq:  Brfawling or boxing; cannot exceed prereq

Spin Kick (Hard)  Def:  Karate-3 or Kciking-1
     Prereq:  Karate; cannot exceed karate sk lvl

Stamp Kick (Average)  Def:  Brawling -3, karate-3 or kicking-1
     Prereq: Karate or brawling; cannot exceed prereq

Sweeping Kick (Hard)  Def: Karate -3 or Kicking-1
     Prereq: karate; cannot exceed karate sk lvl


Acrobatic Maneuvers:

Tumbling (aka Vaulting) (special) Def: Acrobatics; cannot exceed Acrobatics skill level

Includes basic maneuvers like forward roll, backward roll, diving roll, and others tried in a combat situation.  (This is what an Acrobatic Dodge -B108- is rolled against.  Likewise, diving betwee a foe's legs, reducing falling damage, vaulting tot he back of a horse, diving through a window, etc. use Tumbling.

One tumbling maneuver is a Chest Roll - from knees to feet in one second, ending up one or two hexes directly in front or behind the acrobat.  Backward Chest Roll is at -2.

Team Acrobatics (Hard) Def: Acrobatics
     Human pyramid, human column (stacking), voltige (people tossing).  More than one person participates to accomplish the feat.

Stilt Walking (Average) Def: Acrobatics
    Must roll every 10 minutes, up to 8 feet from ground with hand stilts and up to 12 for strap on stilts.  Feats on stilts are at -5, combat is at -3.

Aerial Acrobatics (Hard)  Def: Acrobatics-2
  Swinging on ropes, chandeliers, trapezes, etc.  (Rigging acrobatics).  Straight swing is at Aerial Acrobatics+2, is use legs or flip or twist then at Aerial Acrobatics level (or GM option, depending on circumstance).

Tightrope Walking (Hard) Def: Acrobatics-2
     Balancing pole adds +5 for long pole to +1 for small one.  Penalty is equal to encumbrance level.  Slack rope walking is at Tightrope-3, but may be learned as separate maneuver (Def: Acrobatics-5).

Gymnastics (Hard)  Def: Acrobatics
     Cartwheels, flip flops, walkovers, handsprings, somersaults, tinsikas, splits, balancing positions, etc.  Two skill rolls, one against this maneuver for flawless execution of skill, and one against Performance skill to rate the showmanship quality.

MARTIAL ARTS BOOK MANEUVERS 

These are new ones in the martial arts book:

Aggressive Parry (Hard) Def: Karate Parry-4
   Prereq:  Karate Cannot exceed 2/3 karate sk lv

Aggressive Parrying Kick (Hard)  Def: Parrying Kick-4
    Prereq:  Brawling or Karate
    Cannot exceed prereq skill/2

Axe Kick (Hard)  Def:  Karate-4 or Kicking-2
    Prereq:  Karate or kicking, cannot exceed prereq sk lvl

Cat Stance (Average)  Def:  Karate-3
    Prereq: Karate, cannot exceed Karate+2

Corps-a-corps (Hard)  Def: Fencing or Jitte/Sai
    Prereq:  Fencing or Jitte/Sai, cannot be improved beyond Prereq sk +2

Drop Kick (Hard)  Def: Karate-4 or Wrestling-3
    Prereq:  Karate or Wrestling, can't exceed prereq sk lvl

Ear Clap (Average)  Def:  Karate-6 or Brawling-6
    Prereq: Karate or Brawling, cannot exceed prereq sk lvl

Eye Gouging (Hard)  Def: Brawling -9 or Karate-9
    Prereq:  Brawling or Karate, can't exceed preereq sk lvl

Face Attacks ( Hard)  Def: Brawling-5
    Prereq:  brawling, cannot exceed prereq sk lvl

Finger Lock (Hard) Def:  Arm Lock-3
    Prereq: Arm lock

Fleche (Average)  Def: Fencing-3
    Prereq:  fencing, can't exceed Fencing lvl

Floor Lunge (Hard) Def: Fencing -4
    Prereq:  Fencing, can't exceed fencing

Ground Fighting (Hard)  Def:  Combat skill-4
    Prereq:  Combat/weapon skill; must specialize; can't exceed prereq sk lvl

Hand Parry (Special) Roll vs. 2/3 karate, brawling or boxing

Hand Strike (Special) Roll vs. karate, brawling or boxing
    cannot be improved

Head Butt (Average) Def: brawling-6
    Prereq: brawling, can't exceed prereq sk lvl

Hook Kick (Hard) Def: Karate-3 or Kicking-1
    Prereq: Karate, can't exceed karate sk lvl

Judo Parry (Special) Roll vs. 2/3 Judo
    cannot be improved

Judo Throw (Special)  Roll vs. Judo Skill
    cannot be improved

Leg Grapple (Special)  Roll vs. Brawling, Judo or Karate
    cannot be improved

Lunge (Average)  Def: Fencing-2 or Katana-2
    Prereq:  Fencing or katana, can't exceed prereq sk lvl

Parrying Kick (Special)  Def: Karate/2 or Brawling/2
    Prereq:  Brawling or karate, can't be improved

Retain Weapon (Hard)  Def:  Weapon skill or DX
    Prereq: Weapon skill

Riposte (Hard)  Def: Weapon skill-4
    Prereq: Fencing or other combat skill, can't exceed prereq level

Shin Kick (Hard)  Def: Karate-3 or Kicking-1
    Prereq:  Karate and appropriate style
   Cannot exceed karate

Shuto(Hard)  Def: Karate-3
    Prereq: Karate, can't exceed karate sk lvl

Slip (Hard) Def: Dodge-3
     Prereq: Boxing, can't exceed unencumbered dodge

Spinning PUnch (Hard)  Def: Karate-2
    Prereq:  karate, can't exceed karate

Stop Hit (Hard)  Def: Fencing-4
    Prereq: Fencing, can't exceed Fencing skill lvl

Trip (Special)  Roll v. Judo Skill
    Cannot be improved

Yawara (Average)  Def:  Karate-3 or Brawling-5
    Prereq:  Karate or brawling, can't exceed prereq sk lvl
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