GURPS Mechanics - Combat Maneuvers
Generally speaking, the character with the highest Basic Speed acts first in combat. In PbP games, I find it easier to have the PCs act first or last depending on the situation. And that the PCs act in whatever order they post. Though I make exceptions to that rule on occasion.
Summary: A maneuver is a type of action you can take on your turn. Your turn is one second long.
Free Actions: Free actions are things you can do during any maneuver. E.g. talk, maintain ongoing magical/psionic/etc. effects, drop an item, or crouch.
Do Nothing: You stand there and do nothing. You have no movement. You can defend normally, unless you are specifically prevented from doing so.
Move: You just move. You may still take Free actions. You defend normally.
Change Posture: You switch between two postures. Valid postures are: standing, sitting, kneeling, crawling, lying prone (face down), and lying face up. Only standing allows you to move at your full move and attack without a penalty. If you are lying down (face up or down), you must first change posture to crawling, kneeling or sitting, before you can change posture to standing. But going from standing to lying down is a single change posture maneuver. You can change from kneeling to standing as a Step. You have no other movement and you defend normally, with whatever penalty your current posture gives you.
Aim: You aim at a specific target. You get a bonus to hit if you follow up with an Attack or All-Out Attack maneuver. Certain gear and your stance may give additional bonuses. Most of the time you can Step, but you cannot move at all if aiming a braced two-handed weapon. You can defend normally, but you lose your aiming bonus if you do so.
Evaluate: Evaluate is the melee combat equivalent of Aim and gives you a +1 bonus to Attack, Feint, All-Out Attack, or Move and Attack made against your target. Multiple, consecutive Evaluate maneuvers increase that bonus to +2 and +3. You can Step and you defend normally without spoiling your evaluation.
Attack: You attack your target. You can take a Step and you defend normally.
Feint: You can only feint if you can hit a target with your melee weapon and your opponent can observe you. Make a Quick Contest. If your opponent wins the Quick Conest or you fail your roll, the Feint fails. If you succeed and your opponent fails, you subtract your margin of success from your opponent's defense. If both of you succeed, but you win the Quick Contest, the difference of your margin of successes are subtracted from your foe's defense. E.g. if you have a margin of success of 5 and your opponent has a margin of success of 3, you subtract 2 from his defense. Your Feint only works if your next maneuver is an Attack, All-Out Attack, or Move and Attack. You can Step and you defend normally.
All-Out Attack: You attack, but you do not have the option of defending. Your melee options are: Determined which gives you +4 to hit! Double makes two attacks against the same foe. Feint You feint and attack the same opponent, and the feint applies to this attack. Strong does +2 damage or +1 damage per die if you hit with a melee weapon that does ST-based damage. Your ranged attack options are: Determined which gives you +1 to hit. Suppression Fire which sprays an area with automatic fire your entire turn. You can move up to half your Move, but you can only go forward. You cannot defend at all.
Move and Attack: Make a single poorly aimed attack before or after your move. If you are making a ranged attack, that penalty is the worst of -2 and your weapons Bulk rating. If you are making a melee attack, the penalty is -4 and your adjusted skill cannot exceed 9. You move normally, but you have a -2 penalty to avoid falling, tripping over obstacles, etc. You can dodge or block, but not parry or retreat.
All-Out Defense: You defend yourself without attacking. Increased Defense gives a +2 bonus to one defense until your next turn. Double Defense allows you to use two different defenses against the same attack. Parrying with different arms or weapons count as different defenses. If you choose Increased Dodge you can move up to half your Move, otherwise, you can only Step. You defend normally.
Concentrate: You concentrate on one primarily mental task. If you are distracted, you need to make a Will-3 roll to keep concentrating. You can take a Step and can defend normally, but defending yourself is distracting.
Ready: You pick up or draw any item and prepare it for use. Other than readying a weapon, it is used for a number of different physical actions, such as opening a door. Some tasks may take longer than one second to complete and thus requires several, consecutive Ready maneuvers. You can take a Step and defend yourself normally.
Wait: Do nothing, unless the particular event, you specified in advance occurs before your next turn. If the event occurs, you act as you specified in advance. If you react to someone else, this interrupts their turn and they will continue with it after you have completed yours. You cannot move until your Wait is triggered. You can defend normally, but if you were planning on making an All-Out Attack, you must now instead make an Attack.
Summary: Some specifications on how and how much you can move.
Movement: Standing allows full move. Kneeling/Crawling allows Move x 1/3. Lying Down allows Move 1. Sitting allows no move.
Step: A Step is Move x 1/10, rounded up. Move 1-10 gives a one-yard Step. 11-20, gives a two-yard Step.
Space: A human requires one yard of space.
Moving Through Others: You can always move through space occupied by allies in combat. You can move around adversaries if the route isn't completely blocked. A blocked route has to be Evaded.
Evading: Evading is moving through space occupied by an opponent without trying to knock him down. If the opponent doesn't try to stop you, you Evade automatically. Otherwise, you have to make a Quick Contest of DX.
This message was last edited by the GM at 21:42, Mon 21 Oct 2019.