Summary Last update 31 Dec 2007
Dave's GURPS World


What
Move
Attack
Notes
Concentrate b364 Observe, Cast Spell, Use equipment.
Step
None Use laser or make one measurement.  move before or after
Do nothing
b364
typ. recover from stun
None
None
May drop to lying down
Aim b364
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 Aim for restrictions.
Ready b366
Reload, ready weapon, grab object.
 Step
None
You may attempt a fast draw roll. -1 turn to loading if made. 1 fast draw per reload max.
Ready, Adjust position
enter firing position
None
none
Adjust your stance for maximum protection and still shoot. typ Head & shoulders
Ready & Move try to ready
Half Move
None
If a fast draw roll is made then count that turn as a turn of readying. If you miss then no turn of reload, previous turns of reload still count. A miss by -4 then you drop ammo.
Opportunity fire b390
Attack during opponents turn
None
one, mandatory
State inches watched, may count as a turn of aim. See below for the maximum column of aim
Opportunity fire & Step Attack during opponents turn
Step
one, mandatory
State yards watched, may count as a turn of aim. See below for the maximum column of aim or 1 turn  (ACC only) which ever is less
Wait b366
Typ. Attack during opponents turn
None
One, mandatory, modified by bulk
State what you are waiting for, the maximum column of aim is bulk. No aim possible. Typ. shoot at anyone within 2yd.
Attack b365
Attack then step
Step
One
execute one attack then step
All Out Attack
Move and attack up to 1/2 move
One
No Dodge on your next turn. Typ. Ranged Determined attack is an all out attack.
Step & Attack Step then  attack
Step
One
The maximum column of aim is 1 turn (ACC only)
Attack & Move Move and attack
Full
modified by bulk or -4
Make one attack at any time during your turn, even in the middle of your move!
Pop Up b390
One, modified by bulk or -2 which ever is worse
Up and  back (Step)
One
Fire is on "Bulk" column or -2 which ever is worse, no Acc,  Throwing is at -2
Move b367
Move as fast as you can
Full
None
May sprint +1 yd if moved last turn
All out Defense b366 +2 to hit you
Full -1yd None
A zigzag run. May drop to lying down. Minimum 2 yd move. No aim. No sprinting
Change Posture b364
Change Posture up
None
modified by bulk or -5
Prone to kneeling to Standing

Opportunity Fire Table
Hexes watched Mod
Opportunity fire counts as a turn of aiming when;
1
0 ACC + 2 Turns of aiming (3 aim column max.)
2
-1
ACC only (1 aim column max.)
Line -2 ACC only, A line is flat, (1 aim column max.)
3 to 4
-2
No ACC or aim, (0 aim column max.)
5 to 6
-3 No ACC or aim, (0 aim column max.)
7 to 10
-4
No ACC or aim, (0 aim column max.)

    New Target;
Head & Shoulders    To hit mod = -4, Miss by 1 hits torso, On a hit roll 1d even hits skull, odd hits Face.

    Dodge: b374, b377
     Arrows under 20 yd range, firearms at all ranges and explosions at all ranges the only types of dodge are "Dodge and Drop (b377)", "Sacrificial Dodge and Drop (b377)" and "Diving for cover (b377)", but at a 0 (zero) bonus in all cases.


Dave's GURPS World
 

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.