Aim Last updated 28 Dec 2007
Dave's GURPS World



What
Move
Attack
Notes
Aim
Shift aim column right
None
None may brace, no changing posture (see Aim & Wait below)
Aim & Step Shift aim column right Step
None
The maximum column of aim is 1 turn (ACC only)
Aim & Wait Shift aim column right, Attack during opponents turn
None or Step
One, mandatory at aimed target
Aim at one target if it moves out of sight then execute an attack just before, if no attack occurs then count as a turn of aim. May use with Aim or Aim & Step, see below for restrictions.

On your turn only you may switch between any of the "aim" maneuvers without losing your aim bonus. Exception if you pick  Aim & Step then you are limited to ACC only column.

Ex: You choose "Aim" on turns 1 & 2, then on turn 3 you choose "Aim & Wait", the result is you have the accuracy of the weapon and two turns of aim bonus.

Aim is typically used when your probability of hit is low and you don't want to waste the ammo if your target moves out of line of sight.
Aim & Step is typically used as you move in closer to your target.
Aim & Wait is typically used when your greedy and trying to get a better shot, but don't want to lose the one you have now.

 If you are aiming and wish to Dodge then the attack must come from ±15º from your line of sight.

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The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.