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GURPS 4e - Combat CheatSheet PDF

This document contains two tables: 1. A Size and Speed/Range Table that lists modifiers to speed/range based on size. 2. An advanced Hit Location Chart that provides modifiers to hit specific locations on humanoid figures and notes what attacks can target certain areas. It also describes rules for major wounds, knockdown, and death saves.

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Luca Liperi
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© © All Rights Reserved
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100% found this document useful (3 votes)
661 views16 pages

GURPS 4e - Combat CheatSheet PDF

This document contains two tables: 1. A Size and Speed/Range Table that lists modifiers to speed/range based on size. 2. An advanced Hit Location Chart that provides modifiers to hit specific locations on humanoid figures and notes what attacks can target certain areas. It also describes rules for major wounds, knockdown, and death saves.

Uploaded by

Luca Liperi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE

Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 +1 5-8
Damage too. Make Will roll +2
hit next turn. each turn do to anything
9-12
Feint Make a fake attack, opening a foe up for Step Any besides talk or rest. Failure results in +3 13-16
next turn. Make a Quick Contest of skills, if
incapacitation; On crit. failure make +4 17-24
HT roll or suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * to remain conscious (-1 to
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). HT check per full -HP), and
Pi++, pi+, & imp are ×1
on beginning of each
 Rapid Strike Make two attacks with a single weapon, * * turn you choose to take Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with any action including 13-14 Left Leg (-2)
an active defense. Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
-1 × HP
Change Switch postures to standing, sitting, None Any Make a HT check at each 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -HP interval or die. Roll randomly right/left
-5 × HP Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Dam > 1/2 HP cripples
Character dies immediately.
perform a mental task (e.g. Electronics
Operation). If you defend make Will-3 or lose -10 × HP
Total body destruction. High RoF Table
concentration.
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any*
you do nothing. Defense is -4 if stunned. Halve Dodge, Move, & ST. +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any 0 FP or Less +1 5-8
Each FP lost causes 1 damagetoo. +2
hit next turn. Make Will roll each turn do to anything
9-12
Feint Make a fake attack, opening a foe up for Step Any besides talk or rest. Failure results in +3 13-16
next turn. Make a Quick Contest of skills, if
incapacitation; On crit. failure make +4 17-24
HT roll or Suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > ½ 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any HP. Crippled limb also Pi++, pi+, & imp are ×1
Optionally, you may chose one of the counts as a Major Dam > 1/2 HP cripples
Wound When you receive
following instead: a MW you must make a
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * HT check to avoid knock-
Roll vs knockdown at -5
give your opponent a -1 penalty to his down and stun.
Attack 15 Hand (-4)
defense. May be combined with other Attack Less than 1/3 HP:
Halve Dodge & Move Roll randomly right/left
options or All-Out Attack. 0 HP or Less:
pi++, pi+, imp are ×1
Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * Make a HT check each turn
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). to remain conscious (-1 to
Pi++, pi+, & imp are ×1
HT check per full -HP), and
 Rapid Strike Make two attacks with a single weapon, * * on beginning of each turn Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with you choose to take any action 13-14 Left Leg (-2)
including an active defense. Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
-1 × HP
Change Switch postures to standing, sitting, None Any Make a HT check at each 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -HP interval or die. Roll randomly right/left
-5 × HP Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Dam > 1/2 HP cripples
Character dies
perform a mental task (e.g. Electronics immediately.
Operation). If you defend make Will-3 or lose -10 × HP
concentration. High RoF Table
Total body destruction.
Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any*
you do nothing. Defense is -4 if stunned. Less than 1/3 FP: +0 1-4
Halve Dodge, Move, & ST. +1 5-8
Evaluate Size up an opponent in melee to get a +1 to Step Any 0 FP or Less
hit next turn. Each FP lost causes 1 damage too. Make Will roll
+2 9-12
Feint Make a fake attack, opening a foe up for Step Any each turn do to anything besides talk or rest. +3 13-16
next turn. Make a Quick Contest of skills, if
Failure results in incapacitation; On crit. failure +4 17-24
make HT roll or suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).
SIZE AND SPEED/RANGE Table HUMANOID HIT LOCATION TABLE
Spd/Rng Size Measure Spd/Rng Size Measure Roll Location Modifier Roll Location Mod.
+0 -5 1 ft -6 +6 20 yd 3-4 Skull -7(f)/-5(b) – Vitals[1] -3
+0 -4 1.5 ft -7 +7 30 yd 5 Face -5(f)/-7(b) – Eye[2] -9
+0 -3 2 ft -8 +8 50 yd 6-7 Right Leg -2 – Ear -7
+0 -2 1 yd -9 +9 70 yd 8 Right Arm -2 – Nose -7
+0 -1 1.5 yd -10 +10 100 yd 9-10 Torso – – Jaw -6
+0 +0 2 yd -11 +11 150 yd 11 Groin -3 – Spine[3] -8
-1 +1 3 yd -12 +12 200 yd 12 Left Arm -2 – Limb Vein/Artery[4] -5
-2 +2 5 yd -13 +13 300 yd 13-14 Left Leg -2 – Neck Vein/Artery[4] -8
-3 +3 7 yd -14 +14 500 yd 15 Hand -4 – Arm/Leg Joint[4] -5
-4 +4 10 yd -15 +15 700 yd 16 Foot -4 – Hand/Foot Joint[5] -7
-5 +5 15 yd -16 +16 1000 yd 17-18 Neck -5
See also: Size and Speed/Range Table, p. B550 [1] Only targetable by crushing, impaling, piercing, and tight-beam burning attacks
[2] Only targetable by impaling, piercing, and tight-beam burning attacks
[3] Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning
Combat Maneuvers attacks
Each turn you chose one of the following maneuvers for your PC to perform: [4] Only targetable by cutting, impaling, piercing, and tight-beam burning attacks
[5] Only targetable by crushing, cutting, piercing, and tight-beam burning attacks
See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552,
Def-
Maneuver Notes Move and New Hit Locations, p. MA137.
ense
Aim Spend a turn aiming a ranged weapon for a Step Any*
bonus to attack; +Acc 1st turn, +1 each for
2nd & 3rd turn. Aim is spoiled if you defend.
All-Out Attack Sacrifice all defenses to make a better ADVANCED HIT LOCATION CHART
attack. Choose one of the following: Eyes (-9) 3-4 Skull (-7)
 Determined +4 to hit. Half None Miss by 1 hits skull or face Miss by 1 hits torso, DR+2;
Damage > 1/10 HP blinds dam x4 knockdown at -10
 Double Two attacks at no penalty (-4 off-hand). Half None As Skull w/o DR 5 Face (-5)
 Feint Make a Feint then a normal Attack. Half None Miss by 1 hits torso
Head (-5)
 Strong +2 damage, or +1/die if better. Half None Roll 1d
Roll vs knockdown at -5

 Ranged +1 to hit. Half None 1 Eyes 17-18 Neck (-5)


2-4 Skull Miss by 1 hits torso
 Suppression Spray an area with automatic fire. Half None 5-6 Face Crush ×1.5, cutting ×2
All-Out Sacrifice attack to focus on defense. Choose Body 8 Right Arm (-2)
Defense one of the following: Roll 1d Pi++, pi+, & imp are ×1
1 Neck Dam > 1/2 HP cripples
 Defense +2 bonus to one of your Active Defenses. Step/ +2 2-5 Torso 9-10 Torso (-0)
Half move if you Increase Dodge. Half* 6 Groin Roll 1d
 Double Defense Make two different Active Defenses Step Any/ 1-2 Vitals if imp, pi, and
against the same attack. Any Major Wound: tight beam burn only
Any single injury > 1/2 HP. 12 Left Arm (-2)
Attack Make one attack with a ready weapon. Step Any Crippled limb also counts Pi++, pi+, & imp are ×1
Optionally, you may chose one of the as a Major Wound Dam > 1/2 HP cripples
When you receive a MW you
following instead: must make a HT check to
11 Groin (-3)
Males get shock ×2 from cr
 Deceptive For each -2 penalty you take on attack you * * avoid knockdown and stun.
Roll vs knockdown at -5
Attack give your opponent a -1 penalty to his Less than 1/3 HP: 15 Hand (-4)
Halve Dodge & Move
defense. May be combined with other Attack Roll randomly right/left
options or All-Out Attack. 0 HP or Less: pi++, pi+, imp are ×1
Make a HT check each turn to Dam > 1/3 HP cripples
 Dual Weapon Make two attacks with two ready weapons, * * remain conscious (-1 to HT
6-7 Right Leg (-2)
Attack each at a -4 penalty (-8 offhand). check per full -HP), and on
Pi++, pi+, & imp are ×1
beginning of each turn you
 Rapid Strike Make two attacks with a single weapon, * * choose to take any action Dam > 1/2 HP cripples
each at a -6 penalty. May be combined with including an active defense. 13-14 Left Leg (-2)
-1 × HP Pi++, pi+, & imp are ×1
All-Out Attack. Dam > 1/2 HP cripples
Make a HT check at each
Change Switch postures to standing, sitting, None Any -HP interval or die. 16 Foot (-4)
Posture kneeling, crawling, lying prone or face up. -5 × HP Roll randomly right/left
Pi++, pi+, & imp are ×1
Concentrate Activate a mental ability (e.g. spells) or Step Any* Character dies immediately.
Dam > 1/2 HP cripples
perform a mental task (e.g. Electronics -10 × HP
Total body destruction.
Operation). If you defend make Will-3 or lose
concentration. High RoF Table
Less than 1/3 FP: Bonus RoF
Do Nothing At the beginning of combat or when stunned None Any* Halve Dodge, Move, & ST.
you do nothing. Defense is -4 if stunned. 0 FP or Less +0 1-4
Evaluate Size up an opponent in melee to get a +1 to Step Any Each FP lost causes 1 damage +1 5-8
too. Make Will roll each turn do +2
hit next turn. to anything besides talk or rest.
9-12
Feint Make a fake attack, opening a foe up for Step Any Failure results in incapacitation; +3 13-16
next turn. Make a Quick Contest of skills, if
On crit. failure make HT roll or +4 17-24
suffer Heart Attack (p. B429).
you win foe suffers a defense penalty equal +5 25-49
-1xFP
your margin of success. You collapse unconscious. +1 per ×2 RoF
Move Run at full move. Add +1 Move sprint bonus Full Any
for consecutive turns running. Damage Un- Homo-
Abbr. Living Effect
Move & Attack Run at full move and make a wild attack at a Full Dodge Types living genous
-4 penalty, max skill 9. /Block Ignites fires. Causes
Burning burn ×1 ×1 ×1
Ready Ready a weapon or item for use. Step Any serious tissue injury.
Wait Wait for a specific event then interrupt foes None* * 1/5 damage applies to DR;
Corrosion cor ×1 ×1 ×1
turn to attack. Move and Defense are as per Acids or bases.
specified attack (Attack, Feint, All-Out, or Crushing cr ×1 ×1 ×1 Blunt trauma.
Ready). Move when wait is triggered. Cutting cut ×1.5 ×1.5 ×1.5 Can sever limbs.
Defense You may add one of the following to an Fatigue fat ×1 ×1 ×1 Damages FP instead of HP.
Options Defense Larger slower moving
Impaling imp ×2 ×1 ×1/2
 Retreat (Any) Step away from one melee attacker, moving penetration like a spear.
1 yard back, getting +3 to one Defense. Small pi- ×1/2 ×1/5 ×1/10
 Dodge & Similar to Retreat but for Ranged Attacks, Piercing
Smaller higher velocity
Drop gives +3 Defense but you wind up Prone. Piercing pi ×1 ×1/3 ×1/5
penetration, like a bullet.
Large pi+ ×1.5 ×1/2 ×1/3
Piercing
GURPS is a registered trademark of Steve Jackson Games. All rights are reserved Huge
by SJ Games. This material is based on work found in the GURPS Basic Set, 4th pi++ ×2 ×1 ×1/2
Piercing
Edition and is used here in accordance with the SJ Games online policy. Directly damages cells (e.g.
Toxic tox ×1 ×1 ×1
Radiation or Disease).

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