Gurps Rules
Gurps Rules
These rules for Gurps combat will superscede those presented in the books.
Roll 3d6 once per action.
A dodge roll is allowed once per second (per accelerated reflexes) to dodge one bullet/blast each.
- -1 to dodge per 1 to hit is made by.
- Dodging bursts will dodge a number of bullets equal to the margin of success.
A parry roll is allowed (if have precognative parry) up to the max allowed for Chambara rules.
- -1 to parry per 1 to hit is made by.
- Each parries a number of bullets equal to the margin of success.
A roll to hit is mode on 3d6. Skill is modified as follows.
- Apply Range.
- Apply Size.
- Apply Lighting Conditions.
- Apply Hit Locations.
- Add accuracy if aimed.
- Add Acc for single shots.
- Add AAcc for auto burst fire.
- Add TAcc for Tri-burst shots.
- Subtract Recoil
- Subtract Rcl for single shots.
- Subtract ARcl for auto burst fire.
- Subtract TRcl for Tri-burst shots.
- Apply difficulty.
-
- -1: Normal (one thing against you)
- -3: Hard (2-3 things against you)
- -5: Tough (4-5 things against you)
- -10: Severe (7-9 things against you)
- -15: Impossible (everything against you)
The following optional rules are still used.
Flinching.
Buck Fever.
Firearm hand usage. (i.e. each of following double recoil, cumulative.)
- Two handed weapon used one handed.
- Stocked weapon used with stock folded or with out stock.
- Fired from akward position.
Lighting conditions.
Sights, laser sights, and smartlinks.
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Last updated 981228
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