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.

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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.

Dave's GURPS World