Dave's GURPS World
Combat Reflexes Expanded
The GM may require characters with little or no combat reflexes to
spend an extra turn(s) perceiving before taking actions. Maybe some
will rolls also.
I'm still struggling with this advantage.
Dave's GURPS World
Old
Rules (not used)
Points Spent
15 you have Combat Reflexes at an astounding
level do as you wish. Get the bonus discribed on page ## of the GURPS
Character Book.
10 Make a roll each turn you wish to change
you action. The roll is at a 12.
5 Make a roll each turn you wish to
change you action. The roll is at a 10.
0 Make a roll each turn you wish
to change you action. The roll is at an 8.
If you made your roll then you may take your action.
If you miss you roll by less then 5 then you take one turn to think
about the action (Do Nothing) then do the action next turn, no roll
next turn (unless you want to change actions).
If you miss your roll by more then 5 then you "Do Nothing" this turn,
roll again next turn.
If you crit fail then roll a 1d this is the # of turns you "Do
Nothing", once this is done then you may take an action with no roll.
Legal offencive moves are;
Attack, All-Out Attack, Aim then attack, move toward the
enemy, opportunity fire, Fast Draw or Ready [see below], Wait,
Ready Fast Draw or Draw weapon roll at DX fail=it's still in the
holster crit fail you dropped it! (no fast draw allowed)
Mods to your roll.
You always may "Do nothing" with no roll.
Defensive Moves are at a +2
Defensive Moves under full cover are at +4.
Legal defensive moves
are; Move away, Attack wildly (-10 to hit), talk, Drop to
prone, ready weapon if under full cover, Duck for cover you
may move toward an enemy if you end your turn in a better cover mod
then at the start.
Mods to your will and turns on the
defensive rolls:
1/2 the success leadership roll of the leader before going into
combat. If the character is waiting for
the combat to start and/or has a specific job to do when combat starts
and/or is setup before the combat, mods from 1 to 5.
Also, The leader can use
his leadership roll, 1/2 the success pips minimum 1, to cut down on
the time needed to recover. This counts a a full action and
can be done at any time.
GURPS is a
registered
trademark of Steve Jackson Games, and the art here is copyrighted by
Steve
Jackson Games. All rights are reserved by SJ Games. This material is
used
here in accordance with the SJ Games online
policy.
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.
Dave's GURPS World