| Weapon Manuevers for GURPS | return to Lon's GURPS page |
NOTE: Keep in mind that I use the Quick Combat system (B108 sidebar).
Attack Maneuvers |
| Dual-Weapon Feint (Hard) |
Defaults to Weapon Skill Prerequisite: Any weapon skill; must specialize Cannot exceed Weapon Skill+4 |
| Degage (Hard) |
Defaults to Saber-2 or Smallsword-2 Prerequisite: Saber or Smallsword Cannot exceed Saber or Smallsword skill |
| Mounted Combat (Average) |
Defaults to Weapon skill-2 Prerequisite: Riding 12+; must specialize Cannot exceed Weapon skill |
This manuever is the skill of swinging a sword (or axe, etc.) from horseback at high relative speeds (see the bottom of p.136). This represents practice at such combat, reducing the penalty or eliminating it. Specialization is required for weapon skill (as per usual), and Riding skill. Thus, Mounted Combat (Broadsword from Horseback) is a different manuever from Mounted Combat (Broadsword from Gryphonback).
| Snap-Shot (Average) |
Defaults to Weapon skill-4 Prerequisite: any Ranged Weapon skill; must specialize Cannot exceed Weapon skill |
Rather than permiting a minimum skill to ignore the Snap-Shot penalty, I always impose the Snap-Shot penalty. But you can buy it off with this maneuver. The snap-shot penalty varies by weapon (instead of a flat -4 for all weapons). To calculate it subtract 10 from the GURPS SS skill. Thus the SS penalty for a longbow is -5 while a Thrown Knife is only -1.
Defensive Maneuvers |
| Dual-Weapon Parry (Hard) |
Defaults to Parry-2 Prerequisite: Any weapon skill; must specialize Cannot exceed Parry+2 |
| Defensive Arch (Average) |
Defaults to Block-2 Prerequisite: Shield and a one-handed sword or axe/mace skill Cannot exceed Block+2 |
| Disarming Parry (Hard) |
Defaults to Parry-4 Prerequisite: Any weapon skill; must specialize Cannot exceed Parry-1 |
This manuever is only possible with three categories of weapons: swords (including 1-handed and 2-handed swords), fencing weapons, and quarterstaves. It also works only against such weapons. Disarming Parries performed out of group (a broadsword against a quarterstaff, for instance), are at a further -1 to Disarming Parry.
| success by: | result |
|---|---|
| 0-2 | knocks his weapon wide; he is at -3 to parry until his next turn. |
| 3,4 | unreadies his weapon. |
| 5 or more | disarm (he drops his weapon) |
Note that the default for this manuever is rather poor; in reality, it is usually performed as part of an all-out-defense (+2 to one defense) - you hang back with intent to disarm when your foe next "hands you his weapon", as it were.
Skills |
|
Style Analysis pCI135 |
Defaults to Body Language-6 or Tactics (Hand-to-Hand)-6 |
Switching styles in mid-combat: If you know more than one style (very expensive), you may switch styles in mid-combat thereby confounding your opponent. Assuming your opponent has made a successful style analysis on your previous fighting style, he must now make a new Style Analysis roll at -3 (at -2 for less than 4 secs of observation and an additional -1 for complacency) to recognize the switch. If he fails, then his next Body Language roll is an automatic critical failure, -3 to his active defense. If he succeeds, then his Body Language rolls are normal. Either way, he knows you have switched styles and will have to perform a new Style Analysis on this style to regain any bonuses.