GURPS 4e - Combat CheatSheet PDF
GURPS 4e - Combat CheatSheet PDF
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