From: rorice@nickel.ucs.indiana.edu (rosalyn rice) More stuff from my files. This section expands and modifies the GURPS melee combat rules. Specifically, it changes the all out attack, attack, and all out defense rules among other things. I might have inadvertently included some information from some of the GURPS books (Basic set or High Tech), though I have attempted to delete the exact quotations from those books. My apologies to Steve Jackson and company if this is the case. Part 2 - Melee Combat MELEE MANEUVERS Start each turn by choosing any one of the following maneuvers. The maneuver you choose wil also affect your defenses if you are attacked before your next turn. You do not select a defense until you are actually attacked - but the maneuver you use will determine the defenses you can use. Defenses are explained below. In the Tactical system, most of these maneuvers can be combined with a move of one hex. ALL-OUT ATTACK An all-out attack can be combined with most feints but there is no bonus to the feint because of the All-Out Attack. If the feint fails, you must still attack. You may not Parry and you are at -2 to Block or Dodge. You can't Retreat or Disengage but you can Press your foe. On an all-out attack you may stand still and change facing, move 1 hex in any direction and change facing, or move forward or to your front side hexes by up to two hexes or half your Move, whichever is less. If you move you may change facing by one hex as you enter a new hex. You can't change facing at the end of your move. Thus, you can't start out in front of someone and strike them from behind or the side, except with a wild swing. The types of all-out attack are: Two Strikes: You may strike two blows per weapon if you can ready the weapon in one turn. If your weapon normally takes two or more turns to ready you may make one attack and then ready it for next turn. If you have two ready weapons you can make 4 attacks in a turn! Skill: You may strike one blow at +4 to weapon skill. Damage: You may strike one blow at +1 damage per 5 ST you have. Charge: You must run in a straight line (your full Move plus sprint bonus, if applicable) towards your foe ending the turn in his hex. You may make an attack before you either Slam or Evade your foe. Thrusting or shield attacks are at +1 damage and Slam attacks are at +4 to ST. All other attacks are normal. Lunge: This attack is only allowed with thrusting weapons. You get +1 hex of reach and +1 damage per die of basic damage if your attack is successful. Wild Swing: This maneuver is used whenever you can't see your foe or when you have to attack to your back or side hexes. By all-out attacking with a wild swing you get two strikes (as above), with no penalty for blindesss, invisibility or poor visibility. However, you are at -5 to hit, or hit on a roll of 9 or less, whichever is worse. You can't target parts of the body or feint while wild swinging. You may not Press a foe that you can't see or who is to your side or rear. Note that if you have peripheral vision, your side hexes count as "left" and "right", so an attack to side is not a wild swing, though it might be at a penalty to hit because of the awkward angle. If you have 360 Vision, then you strike to your side or rear normally. ATTACK An attack can be combined with most feints but there is no bonus to the feint because of the type of attack. Opponents must be to your front or weapon side hex in order to be attacked. The GM may also rule that some characters may not attack certain enemies. On an attack you may stand still and change facing, move 1 hex in any direction and change facing or move forward or to your front side hexes by up to two hexes or half your Move, whichever is less. If you move you may change facing by one hex as you enter a new hex. You can't change facing at the end of your move. Thus, you can't start out in front of someone and strike them from behind or the side, except with a wild swing. You may parry with a ready weapon, attack with a ready shield and/or dodge on the same turn that you attack, but each subsequent defense is at a penalty to skill. The types of attack are: Bold: You get +2 to 1 attack, but -1 all active defenses. You can't Disengage or Retreat. This maneuver can be combined with a feint (no bonuses for maneuver) but you must attack even if feint fails. You can Press your foe. Normal: No modifiers. This attack can combined with feint and you can Press your opponent. Cautious: You are at -2 to all attacks and feints and at +1 to all active defenses. You can't move more than 1/2 Move and can't Press. But you can Disengage or Retreat. Stop Thrust: You can only make this attack with a spear or pole-arm braced against solid surface like a wall or the ground. You do +1 damage per 10 mph (or fraction thereof) up to double maximum basic damage to a foe who charges towards you or is attempting to Slam. If you hit 1/6 of the modified damage done is applied as damage to your weapon. You must also roll a contest of ST+6 vs. the victim's ST just as if you made were hit by a Slam attack to see if you were knocked down or knocked back. The opponent can't be knocked back, though he can be knocked down. If you win the contest of ST and your weapon does not break, your opponent is stopped in the hex where the attack occured. The only exception is that if you did enough damage with a spear that your attack "blew through" the victim's body your opponent is impaled on your spear. If he has sufficient Move remaining, he may continue to your hex and make a Slam or weapon attack (with normal Daze penalties) at the very end of the turn. Polearms and boar spears do not suffer from this problem, but you are only at ST+2 to resist the initial Slam attack, and 1/4 of basic damage is applied to the weapon to see if it breaks. It takes 1 extra turn to ready your weapon next turn. If your spear impaled your victim you must roll vs. ST each turn to retrieve your weapon. A missed attack means that the opponent can Evade or Slam at +4. You can't Move, Feint (including Set Up), Disengage or Press if you Stop Thrust. Wrap Shot: This attack can only be made with a 1-handed swinging weapon be in the foe's hex or adjacent. You can't Retreat, Disengage, or Attack Defensively with a Wrap shot. You can feint. You make an attack to your opponent's back (or front if you were attacking from behind) at -1. The foe is at -2 to Block and the PD of his shield negated. Furthermore, his armor might be thinner (or non-existant) on his back. The drawbacks of this attack are that your weapon arm can be targeted at -1 and the foe gets double his normal defensive bonus if he Disengages or Retreats. And, on a critical failure you hit yourself in the head for full damage. Wild Swing: This attack negates any penalty for darkness or blindess, or allows you to strike to your side or rear but at -5 to hit, or 9, whichever is worse. No feints or targeting. Can't Press. No bonuses for All-Out or Bold Attacks. Can strike to off-side front, side or rear. Note that if you have peripheral vision, your side hexes count as "left" and "right", so an attack to side is not a wild swing, though it might be at a penalty to hit because of the awkward angle. If you have 360 Vision, you attack to your side and rear normally. PRESS You may perform this maneuver only if your win an attack by 5+ and you did not Riposte, Cautious Attack or Wild Swing. It forces your opponent to Retreat (with no defensive bonus for retreating) or All-Out Defense next turn. If your foe Retreats you can follow him without penalty. RIPOSTE You allow your opponent to make an attack and then you attempt to capitalize on the opening this creates. If you riposte you can't Press, Move, Disengage or Retreat, or perform any Feints except for the Sucker Shot or Set Up. The riposte can only be used against a single opponent. If you make your defense roll, the amount by which the roll is made is added as a bonus to your attack roll for one attack per weapon. These attacks must be directed against the enemy who just attacked you. If you failed your defense roll the amount by which the roll failed is your penalty all your attacks this turn, in addition to any Daze penalties. If you missed your defense roll by 5 or more, you can't attack at all. In single combat if both fighters riposte neither attacks and they both stand motionless while 1d6 turns pass. A successful contest of Tactics doubles this time. In a melee both fighters waste their attacks for that turn and may act normally next turn. In a cinematic martial arts campaign this pause might be an appropriate time for the combattants to engage in a Contest of Wills, if they haven't already. FEINT A feint can be added to any attack except a Stop Thrust or Riposte. Feints don't work against mindless or massive creatures who are too stupid to be tricked or to big to effectively dodge. Generally a feint is a contest of weapon skill vs. foe's weapon or Shield skill or his DX whichever is best. You can't parry with a weapon you feint with. You must announce which weapon you will feint with. Some types of feints are designed to benefit the attacks of your allies, rather than your own. The types of feints are: Shield Feint: -This feint is designed to trick your opponent into moving his shield out of position. You must aim an attack at your opponent's head, neck, shoulder, or leg. Even if the feint fails you must still attack this location. A successful contest of Weapon skill vs. your foe's Shield skill or DX negates the PD of his shield and prevents him from blocking your blow. Failure means that your attack fails and you are at a penalty to attack and defend equal to 1/2 the difference. Weapon Feint: This feint attempts to draw your opponent's weapon out of position. You must specify which weapon you are attempting to neutralize. A successful contest of your weapon skill vs. your opponent's weapon skill gives the foe a penalty to Parry your attacks equal to 1/2 the difference between your scores. If you have a second ready weapon you may attack with it at a bonus equal to difference. If you must attack with the same weapon you feinted with, the feinting weapon attacks normally, but your opponent may not Parry it. Failure means that your attack fails and that you are at a penalty to attack and defend equal to 1/2 the difference. Body Feint: You try to trick your foe into opening up his guard so that you can get a shot at a certain hit location. You must specify which hit location you are aiming. Even if the feint fails you must still attack this location. A contest of Body Language or Sticking vs. Body Language, Sticking or DX gives you a bonus or penalty equal to difference between your scores to hit the location you've targeted. Sucker Shot: You set up a situation where the opponent thinks that he has a clear shot at a certain part of your body when he actually doesn't. You then use the opening he creates when he attacks to counterattack. You must "open up" one body location and let opponent attack first. A successful contest of weapon or Tactics skill vs. foe's weapon or Tactics skill or DX means that the foe attacks the "open" location at the normal penalty to hit. You defend normally and get a bonus to attack equal to the difference between the scores. A failed roll means you attack and defend at a minus equal to difference. Set Up: You gradually trick your opponent into making a number of small mistakes until he is wide open and your can really clobber him. This generally only works against greatly inferior opponents. In order for this feint to work, you must remain engaged with the same opponent and he must remain engaged only with you for one or more consecutive turns. Any other condition negates any accumulated bonuses. However, unlike all other feints, this feint can be combined with ANY melee maneuver. On turns in which you attempt to set up your opponent, you attack at -4 but may defend normally. You may set up your foe for one or more turns, up to three turns maximum. Each turn of set up allows you to roll a contest of weapon or Tactics skills. A success gives a cumulative bonus equal to the difference in scores, up to a maximum of +3 points per turn. This bonus may be used in attacks against the opponent on the next turn or held until a later turn. If you feint for more than one turn the bonuses from previous turns accumulate into one large bonus. When the feinter decides to spring his trap, or after three turns, whichever is less, the bonus must be used in one or more attacks on the same turn against the same opponent, who must be the same opponent from whom the bonuses were "gained". The bonus "pool" can be divided up between melee or unarmed attacks in any way that the attacker wishes up to a maximum of +5 per given attack. These bonuses may be used to improve the chances of hitting a specific hit location (which need not be announced until the turn of the attack) and improve the chances of getting a critical hit. A bonus "pool" can also be added to the results of a successful feint on the turn in which the trap is sprung. If, at any time during the set-up, the feinter fails the contest of skills, falls, or rolls a critical miss all previously gained bonuses are lost. If the character takes damage, slips or suffers some other distraction (at the GM's option), he must successfully roll vs. Will or weapon skil (whichever is higher) minus any penalty for distraction or Daze or lose his bonus. Example: Carlos has Broadsword-17 and Tactics-12 and is armed with a broadsword. Raoul has Axe-11 and Tactics-12 and is armed with an axe. Carlos attempts a set-up. Since his best skill is broadsword, he rolls against 17 to feint and 17-4=13 to attack. Raoul's best skill is Tactics, so he rolls against 12 to feint and 11 to attack. On the first turn Carlos is not in range to attack but rolls a 7 to feint. Raoul rolls a 10 to resist the feint. Carlos made his roll by 10, Raoul made his roll by 2, so Carlos wins by 8. This gives Carlos a the maximum bonus of +3. On the next turn Carlos moves into range so he and Raoul can attack. Carlos chooses to continue to his set up. He rolls to hit at 14. He rolls a 15 and misses. Raoul rolls a 11 and hits. Carlos fails his block and takes 3 points of damage. He must roll vs. Broadsword-3 in order to maintain his concentration. He rolls a 10 and succeeds. He must roll vs. 17-3=14 this turn to successfully feint this turn. He rolls a 14. Raoul rolls a 11 and makes his roll by 1. Carlos loses his bonus to hit. If Carlos had chosen to attack this turn he could have attacked at 17 and had a pool of 3 bonus points he could have distributed among one or more attacks. Jam Attack: You get so close to your opponent that he can't effectively attack you. Roll a contest of weapon skills. The difference between the two scores is the penalty or bonus to all the foe's attack rolls this turn. Shield Press: You press your shield against your enemy's shield so that it is immobilized. Roll a contest of Shield skills. The loser of the contest is at a penalty to all Blocks equal to 1/2 the difference between the two scores. The winner is at -1 to all Blocks and can't attack with his shield. This attack can automatically be renewed each turn if winner of the first contest wins a contest of ST each turn. The winner may choose to release his foe's shield at any time. Shield Snatch: You use a shield, axe, or polearm to immobilize your foe's shield or yank it out of the way. Roll a contest of your Axe, Pole Arm or Shield vs. the Shield skill of your opponent. If you win, the shieldman has a penalty to all Blocks equal to 1/2 the difference between the two scores. Furthermore, you (or any other character in range) have a bonus to the 1/2 difference in scores to attack with a ready weapon. A shield used to snatch be used to block, though it still defends with its PD. Polearms or axes may snatch a shield and then thrust immediately thrust to the foe's head or body. This attack uses the normal hit location modifiers, but the foe may not block it and the PD of his shield is negated. This attack may be renewed each turn if the attacker wins a contest of ST, but if a polearm or axe is used to thrust the attacker is at ST-4 in the contest. Beat and Attack: This feint aggressively strikes the enemy's weapon away and is immediately followed up with another attack. The attacker must roll to hit his oppenent's weapon or shield. If this attack succeeds, the foe is at a penalty to block or parry with that weapon equal to 1/2 basic damage done. If the first attack is successful, a second attack may by made at -2. Both fighters must roll for weapon breakage as if their weapons were used to parry a blow. If you miss your first roll, you may make no further attacks with that weapon this turn, though you may defend with it. NEGATING RETREAT BONUS If you make your skill roll by 5 or more points, you attack before your opponent has a chance to retreat, so he don't get to add the bonus for retreating to his defense in the contest of skills. PRESSING If you win the contest of skills by 5 or more points, you have the option of forcing your opponent to Retreat automatically on the next turn. If you used the Counter-Attack or Defensive Attack maneuver then you can't Press your opponent. This means that the opponent must fall back at least one hex next turn, unless they take the All-Out Attack maneuver. You have the option of moving forward to occupy the hex they just left, to follow up your attack. Your opponent gets no defense bonus for falling back in this manner. ATTACKING THROUGH AN OCCUPIED HEX It is possible to attack "through" another character, if you have a hand weapon with a 2 or 3 yard reach. You may attack "through" friendly characters at -1 to skill. If you attack through an enemy's hex there is a -4 penalty. In addition, if the enemy isn't engaged, he may attempt to attack or grab your weapon. If your attack passes along a line between two hexes, there is no penalty at all unless both hexes are occupied. If they are, treat it as a single occupied hex - friendly, unless both hexes are occupied by foes, or the "line of fire" passes between a friend and a foe who are engaged in melee combat. Then the penalty is -4. Exception: If you are attacking over the head or shoulders of a friendly man in a Pike or Shield Wall, there is no penalty to skill. ENTER CLOSE COMBAT You attempt to make physical contact with your foe to grapple, slam, or trip him or grab his weapon or shield. See the CLOSE COMBAT rules. ALL-OUT DEFENSE You do nothing but defend yourself. You may make no Attacks of any sort (including All-Out Attack, Riposte, or any Feint besides a Set-Up). You can combine this maneuver with a Disengage or Retreat maneuver. By giving up all your attacks you have a number of defensive options: Double Defenses: You double number of defenses you can make without penalty. Skilled Defense: You get a +4 bonus to one defense skill roll. Half Penalty: You suffer only 1/2 the cumulative penalty for multiple defenses. CHANGE POSITION This maneuver allows you to go from prone to kneeling, or from kneeling to standing, or change position in some other way. You can use any defense on the turn you change position, though some positions give you a penalty for defense. Each position has advantages or disadvantages for attack, defense, and movement, as summarized below. You can move while in almost any position, but you can only run at full speed while fully erect. Movement restrictions for other positions are listed below. ACROBATICS - A successful acrobatics roll will allow you to go from prone to standing in one turn, or to go from sitting on the ground or kneeling to standing instantly. This allows you to combine a change position order and some other maneuver in one turn. CHANGING POSITION WHILE ENCUMBERED - Your encumbrance level affects the time it takes to Change Position. It takes number of seconds equal to encumbrance to change position, to a minimum of 1 second. While you are part way through a position change, you are considered to be in the old position. This means that falling down in heavy armor can be fatal. Crouching: Crouching does not require a "change position" maneuver. If you are in a standing position, you can elect to crouch at the beginning of any turn. No seperate maneuver is required. However, you may not stand up throughout your turn and then crouch at the end of your move to avoid attacks. If are already crouching, you may stand up at the end of the turn,instantly. This position is normally only used when you are an area with low head-room (caves, below decks on a sailing ship, or when you are trying to hide.) Crouching reduces your height by about 1/5 to 1/4 of your total height. Defensive Crouch: This position gives a slight defensive bonus vs. melee weapons, but slows your movement slightly (but less than a full crouch). It is a common stance for weapons or martial arts fighting, since it lowers the center of mass and protects the body slightly. It is otherwise exactly like a crouch. A Defensive Crouch reduces height by 3" to 6" for a normal-sized man. Sitting: You may go from sitting in a chair (or on a log or bench) to standing instantly. If you are sitting on the ground, it takes 2 actions to get to your feet, first you kneel, then you stand. If you have the acrobatics skill, you can get to your feet instantly. It takes 1 turn to sit down on the ground or on a chair. If your leg is crippled by wounds, you must fight from a sitting position, unless you can brace yourself against something or roll vs. DX each turn to keep from falling. Kneeling: It takes 1 turn to go from kneeling to standing, or prone or vice-versa. You can attack on the same turn that you go from kneeling to standing or vice-versa. You may not move on the turn you use this maneuver. You may "sprint" 1 extra hex per turn while on your knees, but this is terribly fatiguing and hard on unprotected knees. -1 fatigue per 10 seconds of "sprinting". If your foot is crippled you may fight and move from a kneeling position. Hands and Knees: It takes 2 turns to go from crawling on hands and knees to standing. First you kneel, then you stand. You can go from your hands and knees to prone instantly. While on your hands and knees you may not move and attack in the same turn and you can't attack with a weapon that requires two hands to ready. You must kneel to attack with a 2-handed weapon. You can't crawl on your hands and knees while you have a shield larger than "small" readied, nor may you use the block or parry defenses. You may "sprint" 1 extra hex per turn while on your knees, but this is terribly fatiguing and hard on unprotected hands and knees. -1 fatigue per 10 seconds of "sprinting". If your foot or lower leg is crippled you may travel by crawling on your hands and knees. If any part of your arm is crippled or your knee or thigh is crippled, you may not crawl on your hands and knees. A normal-sized adult human on their hands and knees occupies two hexes. Prone or Prostrate: It takes 2 turns to go from standing to prostrate (on your back). You can go from standing to prone instantly. Getting up takes longer. It takes 2 turns to go from lying on your belly or back to standing; first you kneel or sit up then you stand. A successful acrobatics roll will allow you to go from prone or prostrate to standing in 1 turn. It no time to go from prostrate to prone, you just roll over. While prone, you can crawl on your belly at either a "low crawl" or a "high crawl". Either method of travel allows you to move 1 hex per turn. The high crawl is faster in the long run, but gives you less cover (-4). While prostrate, you can wriggle along at 1 hex per turn. In the long run, this is about as fast a "low crawl" but gives cover a if you were "high crawling" (your knees tend to stick up). While lying down a normal adult human occupies two hexes. MODIFIERS FOR VARIOUS POSTURES ATTACK DEFENSE TO HIT MODIFIER MOVEMENT POSITION PENALTY PENALTY MELEE RANGED MODIFIER Standing 0 0 0 0 Normal; may Sprint Defensive Crouch 0 -1 Dodge -1 0 +1/2 cost per hex Crouch -2 -1 Dodge -1 -2 +1 cost per hex Kneeling -2 -2 Block 0 -2 +2 cost per hex; -2 Parry may "Sprint" -4 Dodge Sitting -2 -2 Block 0 -2 Can't Move in Chair -2 Parry -6 Dodge Sitting -3 -2 Block 0 -2 Can't Move on Ground -2 Parry -6 Dodge Crawling on -6 -4 Block 0 -3 +1 1/2 cost per hex; Hands & -4 Parry may "Sprint" Knees* -6 Dodge Crawling -6 -6 Block 0 -4/-5 Only 1 hex/turn; on Belly* -6 Parry may "Sprint" -8 Dodge Crawling -4 -4 Block 0 -4 Only 1 hex/turn on Back* -4 Parry -6 Dodge * Figure occupies 2 hexes. CONCENTRATE This maneuver allows you to cast a spell, or do anything else requiring mental concentration. You can use any defense while concentrating, but if the spell or action requires several seconds, defending in the middle of concentration will divert your attention. Roll vs. Will, Self-Hypnosis or Meditation skill -3 (plus any Daze penalty due to damage) to avoid breaking concentration. Eliminate Confusion: A turn of concentration will negate any "confusion" penalty in melee, but it won't negate the effects of suprise. ANALYZE At the beginning of a fight, after the first exchange of blows, and after each 10 seconds of combat a combatant can roll vs. his Weapon or Tactics skill to judge the skill of the opponent relative to him (i.e. poorer, equal, better). A Critical Success means that the character guesses his opponent's next move. If you use the Analyze maneuver in a melee, a successful Tactics roll allows you to judge the situation and come up with an appropriate plan. LOOK AROUND This action will allow the character to quickly glance to his left and right and attempt to assess the tactical situation. While looking around, all defenses are at -2 and all attacks are at -4 to skill. RETREAT This is a variant of the Move maneuver. You move to your rear while still engaged with the enemy. A retreat may be combined with a Cautious Attack, or All-Out defense, but may not be combined with any other form of Attack, All-Out Attack, or any Feint besides a Set-Up. In order to retreat you must be standing or crouching. You can't retreat effectively while kneeling, crawling, or sitting. You must fall back at least one hex. You may not retreat into an occupied hex. You may change facing by one hex side. A Retreat gives you +5 to Dodge against all melee or unarmed attacks. It has no effect on ranged weapon attacks. A retreat commits you to fall back at least one hex. You may not retreat into an occupied hex. You may change facing by one hex side as you backpedal. You can only retreat once per turn. Your "retreat" takes place immediately. However, if your foes make more than one attack, your retreat does not put you out of range of their second or subsequent attacks, though the +5 Dodge bonus applies against all applicable attacks as long as the retreat carries you away from your foes. Beating retreat: If an opponent makes his attack roll by 5 or more before the contest of skills is rolled, he overwhelms your attempt to retreat and you don't get the bonus for retreating. Pressing: If you retreat, a foe may automatically follow you using the Press maneuver. You still get the bonus for retreating, though. RETREAT WHILE CRAWLING - If you are on your back or belly and your opponent is in your side hexes, you may "retreat" by rolling away. This maneuver gives you +1 to your Dodge skill but you must take your Move in motion away from your opponent. DISENGAGE Disengaging allows you to break off combat with the enemy while defending yourself. You can combine the Disengage maneuver an All-Out Defense or a Cautious Attack. You may not Feint (except for a Set Up), All-Out Attack, Attack normally, or make an Bold Attack while disengaging. To Disengage, you must win a contest of Tactics skill against your opponent. If you win the roll you are disengaged at the end of the turn. If you lose the roll you still move but your opponent may follow you to the limit of his movement if he wishes. You are at -4 roll if your opponent All-Out Attacks; +2 if your foe makes a Cautious Attack. If your opponent All-Out Defends, you automatically win the contest. If you successfully disengage, you move in a straight line along any unoccupied row of hexes (forwards, backwards, or sideways) to the limit of your Move. You may change facing by one hex side as you go. On the next turn you may move normally. Your opponent can follow to the limit of his Move, but can't attack you this turn. FLEEING - You turn your back to your foe and run away. This is generally not a wise move, but in some cases it might be the only move you have. This commits you to take your full Move in a direct line away from the enemy. This sort of "retreat" gives you +5 to your dodge roll, but you get no PD from your shield (unless it is slung on your back), you can't Block or Parry. Your opponent can attack your back if he wins his contest of skills to attack by 5 or more. At the end of the turn if you win a contest of DX or Tactics you are disengaged with your foe. You must continue to run your full Move (plus sprint bonus) directly away from your foe on the next turn. Your opponent can Press you without penalty. If your opponent is still in range at the end of the turn and he wins the contest of skills may attack your back on the next turn before you can turn to face him. If his Move is greater than yours he may follow you and attack you each turn while you flee. NON-COMBAT MELEE ACTIONS FREE ACTIONS These are things you can do during any maneuver. These include dropping a weapon or object, shouting, maintaining magical spells (if you are using magic) etc. Drop Weapon: A weapon can't be dropped if it is tied or strapped to the body. Removing and dropping such a weapon is a long action. A weapon can be dropped in any hex you move through or any hex adjacent to it. Shout: Realistically, you can only shout one or two words in a turn, though this rule is never observed in cinematic campaigns. Sadistic GMs might require Hearing rolls (at a penalty for any headgear worn) for other characters to hear you if you are in a melee or fire-fight. Maintain Spell or Psionic Discipline: As long as a spell-caster or psionicist is not injured or knocked unconcious, he can maintain a spell or mental power, no matter what else he does, as long as he has energy to maintain it and it doesn't violate the rules for that spell or psionic ability. Disbelieve an Illusion: You may either disbelieve an illusion or fight it (or otherwise treat it as real) but you may not do both simultaneously. Crouch: You may crouch (to avoid missile weapons and to improve your defenses) at the beginning of any turn - but movement costs might be increased. You can't sprint while you are crouching. You can stand up at any time. READY You ready a weapon or some other item so you can use it. A weapon is "unready" if it is in its scabbard or holster or if is a heavy weapon which has just been used to be attack. Heavy weapons become unready as soon as you swing them and must be readied before you can use them again. Some weapons must be readied for more than one turn after each use. Once you ready a weapon or shield you may immediately attack or defend with it. If a weapon is unready but in hand you can use it, but at a penalty. Unholstering Weapons: It takes 1 turn to unholster or unscabbard a weapon. Or, if you make a successful Fast-Draw: Weapon skill, you may ready your weapon instantly. Picking up weapons: You can "ready" a weapon or other item from an adjacent hex or your hex. You must be in the same hex to ready a weapon or other item from a wall rack or table. You may use any other legal active defense on the turn when you ready an item, unless you are readying a missile weapon by reloading it. Then your only defense is to Dodge, and if you Dodge, you lose the benefit of that turn of reloading. Any weapon with a Parry score of at least 2/3 of weapon skill is ready every turn. Any weapon with a poorer Parry score divisor must be readied for one or more turns between attacks unless Heft is sufficient that you can ready it immediately. Falling: If you fall down, lose your balance, or are stunned and your weapon is one that requires readying after each use, it becomes unready. Two-handed weapons: Two-hand weapons use slightly different rules. A two-handed weapon used to thrust requires only one turn to ready, irregardless of its Heft. A polearm that is used to parry doesn't become unready after a parry, because you parry with the shaft, not the head. Changing Grips: It takes one extra turn of readying to go from a 1-yard to 2-yard or 3-yard reach, or vice-versa, with any 2-handed weapon. An unready weapon can be readied to any reach, regardless of how you used it before. Readying a Shield: If a shield is on the ground, or slung on your back, the number of turns it takes to ready it is equal to double its passive defense. It takes the same time to get the shield off of your arm and back on your back. Carrying Weapons and other things: You cannot use a weapon or shield unless it it "ready". At any time, you may have, at most, two one-handed weapons ready, or a weapon and shield, or a two-handed weapon. You may carry more weapons than this. A weapon can be carried in a variety of ways. First, it can be in hand (whether or not it was ready). This is the only way to carry a bow or most weapons with a reach of more than one hexs: balanced on one hand or slung over a shoulder. They don't make holsters for halberds. The number of items you can have in hand is limited by the number of hands you have. Second, it can be carried in a scabbard, or a leather loop hanging from your belt or on your back. It takes a Ready Maneuver to draw a weapon carried like this, and two seconds Ready Maneuvers to return a weapon to a scabbard or belt-loop. Rifles, SMGs, greatswords and bastard swords are the only weapons that can be carried this way. The greatsword scabbard hangs at your back and you draw the weapon over your shoulder. Theoretically, you could have a dozen weapons hanging at your belt or scabbarded about your person. In practice, anybody who carries more than one or two extra weapons (plus a dagger) is usually being unrealistic, or just silly. The GM is the final arbiter. Third, a weapon can be carried inside a pack, pocket, et cetera. It will take time to find a weapon that is packed away like that: roll 1 die for you pocket, or 2 dice for a pack, and take that many seconds to find the item. You must take off the pack before you can search it; roll 1 die to see how long that takes. Your encumbrance is the only limit to the number of weapons you can carry this way. Scabbarding: It takes two turns to return a weapon to a scabbard or belt loop. Readying Missile Weapons: Most missile weapons take 1 second to ready. They may take longer to load and fire. See Ranged Weapons for more details of Reloading and Firing missile weapons. LONG ACTION This isn't exactly a maneuver; it is a "generic" choice that allows you to do one second's worth of any multi-second action. The GM decides how many turns a long action will take to complete. As a rule, no defense except dodging is possible during a long action, unless you can do the long action one handed - then you can block or parry if you have an appropriate weapon. In any case, any defense might interfere with what you are trying to do, or make you start all over again. Some things (like piling up rocks to stand on) can be interrupted in the middle if necessary, to take any other necessary maneuver or other action. Other things (like dialing a telephone number) cannot be interrupted; if you stop in the middle, you will have to start over entirely. When you are carrying out a long action, you should count the seconds each time you announce the maneuver. For instance, to replace a weapon, you would say "Replacing my sword - one second" on the first turn, and "Replacing my sword - two seconds and finished" on the second turn. That way, the GM and the other players can keep up with what you are doing. The GM determines what your defenses are while you are attempting a long action. As a rule, Dodging is the only legal defense, and a Dodge will usually force you to start your action over. But a GM may allow expections to this rule. Some examples: Pick up a heavy object (weight greater than ST) 2 sec. Open an unlocked box, book, chest, briefcase, etc. 1 sec. Find a loose item (not hidden) in a container. 2d6 sec. Find some item in your own pocket 1d6 sec. Write a sentence 5 sec. Read a sentence 2 sec. Swallow a pill or potion 2 sec. Light a match, cigarette, fuse, candle, torch 2 sec. Wipe blood off of a blade 3 sec. Replace a weapon in its scabbard 2 sec. Drop a small item in you pocket 2 sec. Search an unresisting person fairly thoroughly 1 min. Change clothes 1 min. Put on a suit of armor 5 min. Put on a suit of full plate armor, or ultra-tech armor 10 min. Ready a shield PD x 2 sec. Remove a shield PD sec. "Tie on" a hand weapon lanyard 3 sec. Untie a hand weapon lanyard 4-6 sec. Put a key in a lock 3 sec. Find a key on a familiar ring of keys 1d6 sec. Retrieve a dropped weapon that is on a lanyard 1 sec. Fix Gear: This is a long action. Roll vs. Armor Use or Armory each turn to adjust straps. A lose piece of armor can be shoved back into place automatically. This will work for 1d6 turns before the armor must be readjusted. etc. If you aren't engaged, you can try to make more permanent repairs to damaged armor or equipment. Roll vs. Armory or Armor Use skill (or the appropriate craft skill) every 10 seconds to jury rig a repair. A Critical Success means that the armor was fixed in 5 seconds. A Critical Failure means the armor can't be fixed in the field. This will negate the penalty for Damaged Armor. If an item or piece of armor is broken or destroyed, it can't be fixed in combat. Wipe sweat/blood from eyes: This takes 1 turn to do and keeps the sweat/blood out of the eyes for 2d6 rounds. A headband solves this problem permanently. You can't do this in a closed-face helmet. Pick something off ground: This requires two turns. On the first turn you change positions do Kneel or Deep Crouch. On the second turn, you pick up the item and change positions to Standing. A sword,knife, etc. is automatically ready when you do so. An unbalanced weapon must be readied. It takes 2 turns to ready a polearm. Large or heavy objects take more time to pick up, since you have to figure out the best place to grip them. A roll vs. Weight Lifting skill will allow you to "jerk" things in 2 seconds though. It takes 4-5 seconds to pick up a heavy item, like a chest or an unconcious person. MOVE This maneuver allows you to Move. For a full discussion of the movement mechanics see MOVEMENT. You may use any legal active defense. You may attack before and during your move, but it is a wild swing. If you attack at the end of your move, or you are chasing a fleeing opponent, then you may attack foes directly to your front at -4 to skill. EFFECTS OF POSITIONS ON MOVEMENT - All costs of movement assume that the character is standing. Other positions will increase the cost of movement. COSTS OF MOVEMENT - A character has a number of movement points each turn equal to their Move score. A character doesn't need use all his movement points in a turn, but any points not used that turn are lost. COSTS OF MOVEMENT PER HEX Direction of Travel Forward: 1 Backwards: 2 Sideways: 2 Change Facing: 1 Posture Crouching: +1/2 Kneeling: +2 Crawling: +2 (hands and knees) Lying Down: Move only 1 hex per turn (crawl or rolling) Sitting: Can't Move Terrain Stairs x2 FACING CHANGES If you want to change facing before or during a move, each hex-side of change costs 1. At the end of your move, you may change facing freely if you used half, or less of your movement points. If you used more than half of your Move score, you may change facing by 1 hex-side at the end of your move. Turning to face foe: If you know you have an opponent to your side or rear, you may freely turn to face your foe out of turn, unless your attacker has a move score three times or more greater than yours. Then you may turn to face the attacker on the next turn. If you choose to turn to face your attacker, you may not move more than half your move on the next turn and you may only maneuver against the foe you turned to engage. ACROBATIC MOVE AND DODGE (Cinematic) You can combine your Move with an Acrobatic Dodge defense when moving at up to full movement in a straight line by doing a series of cartwheels or flips. The surface you are travelling over must be relatively smooth and solid. You must have at least 6 feet of "run-up" to start your maneuver, you can't have greater than Light Encumbrance, none of your limbs can be crippled or sprained, and you can't be carrying any shield larger than a buckler. This maneuver allows an Acrobatic Dodge against all attacks at no cumulative defense penalty, but all other defenses and attacks are at -6 to skill. Furthermore, if you are hit, or you attack with any weapon except a ranged weapon or a Slam attack, you must roll vs. DX or fall. Furthermore, you do not get your sprint bonus when you Move Acrobatically. Roll vs. Acrobatics each turn. If you make the roll, you may Move Acrobatically. If you fail the roll, you move half Move and must roll vs. DX or Slip. WAIT Do nothing unless a foe comes within your striking range before next turn. If that happens, you may attack normally (No All-Out Attacks, Retreats, or Disengages). You may use any defenses. Because movement is abstract in Free-Form Combat System, you will rarely need this maneuver there. In Tactical Combat this maneuver lets you move one hex in any direction, change facing, or stand still and wait for a foe to approach. If you stood still on you turn, you may step one hex forward and then attack if a foe is in range. If the foe is moving to attack you, and if he gets within striking reach at the same time he comes within your reach, use the CLOSING TO STRIKING RANGE rules. You do not have to attack the first foe that comes into reach or even attack at all; you may ignore one foe and wait for another. However, if you ignore a foe, he may automatically strike at you first. If more than one fighter is Waiting, and one announces an attack, then that attack (and the target's reaction, if it was the target's Move) are both played out before another Waiting fighter can attack. If no enemy comes within attack range, or if you choose not to attack, then your turn is lost: you stood there waiting, and did nothing. If two fighters in single-combat both choose the Wait maneuver, they spend 1d6 seconds Waiting, just like the Riposte maneuver. If one fighter has reason to delay this a successful contest of Tactics skills doubles this time. In a melee Waiting just wastes the turn. The Riposte maneuver can be used instead of Waiting once combat has been joined. OPPORTUNITY FIRE A character with a thrown or missile weapon may stand still, watching a specified area, and fire as soon as a target presents itself. This is called opportunity fire. To opportunity fire, you must choose the Wait maneuver. Your character is now staying still, facing the direction you choose and watching for a target in a specified area. If a target appears you must fire or throw your weapon, unless you stated that you weren't automatically firing. You may do nothing else that turn, except dodging, which would spoil your attack. If no target appears you wasted that turn. For more details, see Ranged Combat. If you want to keep your foes from knowing where you are aiming your opportunity fire, just tell the GM secretly. If two or more characters are taking opportunity fire at the same target, they all fire; their shots are effectively simultaneous. OTHER "OPPORTUNITY" ACTIONS The Wait maneuver can be used for any "reflex action" you want to plan in advance. No action can be taken as a "reflex" action unless it can be done in a single motion. The GM's ruling is final. Irrevocable actions can't be undone. Examples: When I see a goblin I cut the rope. I trigger the explosive if I see any motion. THROWING AND CATCHING You may throw something to someone or attempt to catch an item in your hex or an adjacent hex. While you are catching or throwing something, you are at -4 to all of your active defenses and you may not attack. THROWING AN ITEM Throwing an item to be caught is treated like throwing any other missile. Use the Throwing skill using normal range and target modifiers. Add +4 to skill, if the target character is trying to catch the item. Subtract -1 (rather than -4) for every person of equal or taller height between the thrower and the catcher. Subtract -2 if they are in the same hex or an adjacent hex and are actively trying to knock down or intercept the missile. You can aim normally. If you are hit with a weapon or grappled you may still throw the missile, but at a -4 penalty (not including Daze and Stun effects). Speed modifiers are halved, since, if you are aiming at a running target, the target will cooperate with you to be "hit" by the missile. A successful Throwing roll means that you placed the missile in the target hex or an adjacent hex. The missile lands one hex farther away for each 2 points you miss the roll by, roll for scatter normally. On a critical failure, you fall down or hurt yourself - whichever is worse. CATCHING AN ITEM If you are not actively engaged in melee or close combat, you can attempt to catch an item thrown to you. If you can see the thrower and you wish to catch the item he throws to you you give him +4 to his Throwing skill. On a successful Throwing skill roll the missile lands in your hex or in an adjacent hex. This gives you +2 to your DX roll to catch the item. If the missile is in front of you and you can run to catch it (it is within your maximum Move this turn), you may attempt to catch it, but at -2 to your skill per hex it lands away from you. If the missile is behind you or to your side, you are at -2 to skill if it is in your left or right front hexes, -6 to skill if it is in your left or right rear hexes. If the item is in your rear hex, you can't catch it. You get +1 or more to your skill if the item is very large and light, or very slow moving. You get -1 to your skill if the item is smaller than a baseball, or is fast moving. Very fast missiles are at -2 or more to catch. On critical success or success, you catch the missile. If you miss your roll by 1 or 2 you bobble the object. Roll vs. DX next turn to catch it. (If you miss that roll by 1 or 2 you bobble it again, and so on). On a failure by 3 or more you miss the item. On a critical failure you fall down, get hit by the missile, or hurt yourself in some way - whichever is worse. DIVING CATCHES This is a variant of the Flying Tackle. You get +4 to DX or skill and an extra 2 hexes of reach if you are willing to jump or make a Flying Tackle to catch an missile. You automatically fall down if you make a Diving Catch. INTERCEPTION If someone is trying to knock the missile down or catch it, roll a contest of DX (or sports skill) skills vs. the catcher and the interceptor. If the interceptor wins the contest by 5 or more, he catches the item. Otherwise he just prevents the catcher from catching it. The interceptor must be adjacent to the catcher in order to attempt an interception. SPORTS SKILLS Some sports skills might be substituted for Throwing skill or DX for catching or throwing ball-shaped and sized weights and possibly for interceptions. Baseball, Football, Soccer (goalie), and Basketball all spring to mind. HANDING OFF ITEMS You can while you are both galloping along on horseback). In some cases, a sports skill might be substituted for the DX roll (baton racing, boushkazi).