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6 Combat Rules

$Id: combat.tex,v 1.5 1999/03/10 19:55:46 akadams Exp $

6.1 Maneuvers

All non-cinematic maneuvers from the Gurps Martial Arts Book and the Gurps Basic Book may be used at the default level. Only maneuvers included in a Style that the player character has choosen (which is discussed below) may be improved. No cinematic maneuvers are allowed unless ``taught'' in the style that the player character has choosen.

6.2 New Maneuvers

Many of these rules are taken from RolePlayer 30,

Building Better Battles; Five Optional Rules for Advanced Combat. The rest are from the Gurps Martial Arts Book and the Gurps Compendium. Maneuvers from these books will only be listed, not documented.

6.2.1 Dodge and Drop

When under fire, hit the dirt! This sensible maneuver is taught in Basic Training courses in armed forces the world over, but is not yet represented in GURPS.

This is easily fixed by adding the following rule: a character may drop to the ground while dodging, earning a +3 bonus to his Dodge roll.

This is similar to a Retreat - except that a Dodge and Drop may be used against a ranged attack. (You may not Retreat from a ranged attack.) It has the disadvantage of having the character end up on the ground, however - it takes him two turns to get back to his feet.

Any cover that the character drops behind does not count against the initial shot that inspired the Dodge and Drop, but is effective against any further shots at that character.

6.2.2 All Out Defense

A character choosing the All-Out Defense maneuver may take a single defense at +2 against each attack. (This is in keeping with the All-Out Attack modifier of +4, since most defenses are one half of an offense.) This may be done instead of taking the All-Out Defense option in the Basic Set, which is still available, of course.

6.3 Styles

This section lists the following Styles that can be used in Depression. Some are based off of actual styles from the Gurps Martial Arts Book, in which case the original name was kept. All point costs should be correct, however, discrepancies may pop up. All rules that apply to styles from the Martial Arts book will be used. Anyone may purchase the Boxing or Wrestling style, however, in order to use any of the other styles, you must take the required prerequisite Unusual Background at the listed point cost.

All Styles that have either Karate, Brawling, or Boxing get the ``Hand Strike'' maneuver at no additional cost. Likewise, any style that has the ``Judo'' skill gets the ``Judo Parry'' and ``Judo Throw'' maneuver as well.

Maneuvers which are not known (not included in your chosen style) may only be used at the default level. Cinematic maneuvers may not be used at all unless it is taught in your style.

Cost of skill is comprised of:

6.3.1 Boxing

6.3.2 Wrestling

6.3.3 Karate

6.3.4 Jujutsu

6.3.5 Kempo

6.3.6 T'ai Chi

6.3.7 Shaolin Kung Fu

6.3.8 Tae Kwon Do

6.3.9 Kyudo

Excellent for projectile weapon proficiency.

6.3.10 Additional Styles

If player characters are intersted in a style that centers around a weapon (other then Kyudo) Kenjutsu and Kobujutsu can be created (by me) under your direction.

6.4 Close Combat

There are a couple of changes to close combat, they are listed below.


next up previous
Next: 7 Player Characters Up: Depression Previous: 5 Skills Alterations

Andrew K. Adams
Fri Apr 9 08:42:15 EDT 1999