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GURPS Combat Spreadsheet - version 0.

1
Welcome to my spreadsheet for GURPS 4th edition combat!

There are a number of useful text flowcharts for combat in GURPS 4th edition, such as those by Bjork, Collective R
Rasputin and others (links on homepage). Using those as a base, I set out to make a spreadsheet that would allow use
go through GURPS combat step-by-step, inputting values as necessary, to assist in learning the combat system and h
many options interact together.

I imagine it would be a bit cumbersome to use this spreadsheet during actual gameplay - my goal is more to give GM
players new to GURPS 4th edition a tool they can fiddle with outside of gameplay to run through the combat system
how things "flow". Sort of a way to practice combat alone.

Like my other recent GURPS project, the Combat Examples, I have limited the scope of the rules to only the option
in the GURPS Basic Set, 4th edition. Options from Martial Arts and High-Tech may find their way in later, but for th
moment I'm sticking to Basic only.

This spreadsheet is very much an alpha version, version 0.1 - it's not much more than a 'proof of concept' at the mom
works, but it's a bit ugly. I am very interested in feedback to improve it - if you have any questions, suggestions, or n
any bugs (either with the GURPS rules or the Excel formulas and presentation), I'd appreciate hearing about them. Y
either post to the project's forum (below), or send an email to "admin@themook.net".
I hope you find this useful for learning the GURPS combat system! (Go to Step [1] to begin)
Links
Combat Spreadsheet Home Page
GURPS Combat Examples

GURPS is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games. All rights are reserved b

[1]

[1]

Start by entering the unmodified weapon skill below, then go to [2].


Unmodified weapon skill:
To
reset the entire
its default
state, clickwill
thebe
button below.
WARNING:
This spreadsheet
will reset alltodata
- all checkboxes
unchecked, all chosen list items will be unchosen, all die-rolls will be
erased!

[2]
choose

Effective Skill:

Torso

[2]

If the attack is a Wild Swing or completely unaimed (B398), or the


attacker wants to determine hit location randomly, go to [3].
Otherwise, go to [4].

[3]
[4]

Effective Skill:

Torso

[3]

Roll for hit location (B552); do not apply modifiers to skill. Go to [6].

Roll 3d6 manually to determine hit location, and check the appropriate box below:
Or click here to generate a random 3d6 result:
Roll - 3d6
0

[6]
6

0
0

Roll (3d6)
3-4
5
6-7
8
9-10
11
12
13-14
15
16
17-18

Location
Skull
Face
Right Leg
Right Arm
Torso
Groin
Left Arm
Left Leg
Hand
Foot
Neck

Effective Skill:

0
0
0
0
0
0
0
0
0
0
0

Torso

[4]

Does the attack inflict Fatigue damage, come from a melee attacker
whose Size Modifier exceeds that of his target by 7 or more, come from
an attack described as "cone" or "area effect", or an external explosion
or other Large Area Attack (B400)? If so, go to [6].

[6]

Otherwise, go to [5].

[5]

Effective Skill:

Torso

[5]

Apply modifiers for hit location (B398) by checking one location


below. If unspecified, assume the attacker is trying to hit the Torso,
which has a modifier of 0. Go to [6].

(imp or piercing only)


0
0
0
0
-

(imp or piercing only)

Location
Eye
Skull
Face
Right Leg
Right Arm
Torso
Groin
Left Arm
Left Leg
Hand
Foot
Neck
Vitals

Small (S) Weapon


Medium (M) Weapon
Large (L) Weapon
Attempt to disarm without a fencing weapon

Modifier
-9
-7
-5
-2
-2
0
-3
-2
-2
-4
-4
-5
-3
-5
-4
-3
-2

[6]

Effective Skill:

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Torso

[6]

Choose the appropriate attack type below.


If the attack is a ranged attack, go to [7].
If the attack is a melee attack, go to [16].

[7]
[16]
Ranged Attack?
Melee Attack?

Effective Skill:

0
0

Torso

[7]

Apply the target's Size Modifier (B19), then go to [8].


Target's Size Modifier:
Size
-15
-14
-13
-12
-11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19

Linear Measurement
1/5"
1/3"
1/2"
2/3"
1"
1.5"
2"
3"
5"
8"
1 ft
1.5 ft
2 ft
1 yd
1.5 yd
2 yd
3 yd
5 yd
7 yd
10 yd
15 yd
20 yd
30 yd
50 yd
70 yd
100 yd
150 yd
200 yd
300 yd
500 yd
700 yd
1,000 yd
1,500 yd
2,000 yd (1 mile)
3,000 yd

[8]
choose

20
21
22
23
24
25
26
27
28
29
30
etc.

5,000 yd (2.5 miles)


7,000 yd
10,000 yd (5 miles)
15,000 yd
20,000 yd (10 miles)
30,000 yd
50,000 yd (25 miles)
70,000 yd
100,000 yd (50 miles)
150,000 yd
200,000 yd (100 miles)
etc.

Effective Skill:

Torso

Size Modifier is based on a target's longest


dimension - if size falls between two values, use
the next-highest size. Box-, sphere-, or blobshaped objects add +2 to SM; elongated boxes,
like most ground vehicles, add +1. (B550)

[8]

Modify for the target's range and speed, then go to [9].


Target's Range and Speed
Speed/Range
0
-1
-2
-3
-4
-5
-6
-7
-8
-9
-10
-11
-12
-13
-14
-15
-16
-17
-18
-19
-20
-21
-22
-23
-24
-25
-26
-27
-28
-29
-30
etc.

Linear Measurement
2 yd
3 yd
5 yd
7 yd
10 yd
15 yd
20 yd
30 yd
50 yd
70 yd
100 yd
150 yd
200 yd
300 yd
500 yd
700 yd
1,000 yd
1,500 yd
2,000 yd (1 mile)
3,000 yd
5,000 yd (2.5 miles)
7,000 yd
10,000 yd (5 miles)
15,000 yd
20,000 yd (10 miles)
30,000 yd
50,000 yd (25 miles)
70,000 yd
100,000 yd (50 miles)
150,000 yd
200,000 yd (100 miles)
etc.

[9]
choose

(20 mph)

(100 mph)

Effective Skill:

Torso

If speed is not a factor, simply look up range in


yards in the "Linear Measurement" column, and
then read across to the "Speed/Range" column
to find the speed/range modifier. If the range
falls between two values, use the higher.
If speed is a factor, add speed in yards/second (2
mph = 1 yard/second) to range before looking it
up in the "Linear Measurement" column.
Note that there is no modifier at ranges of 2
yards or less. (B550)

[9]

Modify for the attacker's maneuver and situation by selecting all


appropriate checkboxes below. Then, if this attack is from a moving
vehicle or mount, go to [10].
Otherwise, go to [11].
Attacker's Maneuver
All-Out Attack (Determined)
1
Move and Attack
choose
Attacker's Situation
Affliction Coughing or sneezing
-3
Drowsy
-2
Drunk
-2
Euphoria
-3
Nauseated
-2
Pain, Moderate
choose
Pain, Severe
choose
Pain, Terrible
choose
Tipsy
-1
Bad Footing
Close combat
Damaged weapon
Major distraction
Minor distraction
Shock
ST below that required for weapon

[10]
[11]

choose
choose
choose
choose
-2
choose
choose
0

Effective Skill:

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Torso

[10]

Select all applicable modifiers below for attacking from a moving


vehicle or mount. Note that if a weapon is not in a stabilized mount, the
combined bonus for Accuracy, Aim, bracing, and targeting systems
cannot exceed the vehicle's SR. Go to [11].

Exposed rider hanging on side and shooting over/under


Turning in exposed saddle/seat to fire at foe behind
icle/mount dodged last turn and you're not the operator (non-flying)
Vehicle/mount dodged last turn and you're not the operator (flying)
Vehicle/mount failed control roll
Air vehicle
Non-handheld weapons
Handheld weapon
Ground vehicle - good road
Non-handheld weapons
Handheld weapon
Ground vehicle - bad road
Stabilized turret or stabilized open mount
Fixed mount, hardpoint, or carriage
External open mount
Handheld weapon
Ground vehicle - off-road
Stabilized turret or stabilized open mount
Fixed mount, hardpoint, or carriage
External open mount
Handheld weapon
Space vehicle
Water vehicle - calm water
Stabilized turret or stabilized open mount
Fixed mount, hardpoint, or carriage
External open mount
Handheld weapon
Water vehicle - rough water
Stabilized turret or stabilized open mount
Fixed mount, hardpoint, or carriage
External open mount
Handheld weapon

[11]

-6
-4
-2
-4
choose

0
-1
0
-1
0
-1
-2
-3
-1
-2
-3
-4
0
0
-1
-2
-3
-1
-2
-3
-4
0

Effective Skill:

0
0
0
0
0

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Torso

[11]

Check all applicable modifiers below based on other actions by the


attacker, target's position, and visibility. Then, if the attack is Rapid
Fire, go to [12].
Otherwise, go to [13].
Other Actions by the Attacker
Dual-Weapon Attack
Off-hand attack (no Ambidexterity)

[12]
[13]

-4
-4

Target's Position
Shooting through light cover
Target is behind someone else
Target is crouching, kneeling, sitting, or lying down
Target is only partly exposed

-2
choose
-2
-2
0

Visibility (max. -10)


Blind, target completely invisible, or in total darkness *
Cannot see foe *
nnot see foe (if you know his location to within 1 yard) *
Partial darkness, fog, smoke, etc.
Target has light concealment (e.g., bushes)

-10
-6
-4
choose
-2

* Adjusted skill after all modifiers cannot exceed 9

0
0

Effective Skill:

0
0
NoMax

0
0

0
0
0
0

0
0
0
0
0
0

Torso

[12]

Apply the appropriate Rapid Fire modifier below, then go to [13].

[13]

Rapid Fire
2-4 shots

5-8 shots

9-12 shots

13-16 shots

17-24 shots

25-49 shots

50-99 shots

100-199 shots

Enter the Recoil (Rcl) value of the weapon you are using:

0
choose

Effective Skill:

0
0
0
0
0
0
0
0

0
0

Torso

[13]

If this attack is Opportunity Fire taken while watching more than one
hex or if it is a Pop-Up Attack (B390), apply the appropriate penalty
and go to [15].
Otherwise, go to [14].

[15]
[14]

Opportunity Fire
Checking target before firing
Hexes watched
1 hex
2 hexes
3-4 hexes, or a line
5-6 hexes
7-10 hexes
11+ hexes

-2

Pop-up attack

-2

0
-1
-2
-3
-4
-5

Pop-Up Attack
0

Effective Skill:

0
0
0

0
0
0
0
0
0
0
0

Torso

[14]

Apply the modifiers below for aiming and targeting. Go to [15].

[15]

Aiming
Aim for one turn
+ for an additional turn
OR + for two or more additional turns
Braced weapon
Targeting
Laser sight
Scope
Vehicular targeting system
Unfamiliar weapon or targeting system

3
1
2
1
1
1
choose
-2
0

Effective Skill:

0
0
0
0
0
0
0
0

0
0

Torso

[15]

Effective Skill for this Ranged Attack has been calculated, see below
for a summary of modifiers. Go to [21].
Base Skill
Hit Location
Target's Size Modifier
Target's Speed/Range
Attacker's Maneuver and Situation
Moving Vehicle or Mount
Other Actions by the Attacker, Target's Position, Visibility
Rapid Fire
Opportunity Fire, Pop-Up Attack
Aiming and Targeting

[21]
choose
0
0
0
0
0
0
0
0
0

Effective Skill:

[1]
[5]
[7]
[8]
[9]
[10]
[11]
[12]
[13]
[14]

Torso

[16]

Apply the difference in Size Modifiers (B19), to a maximum of +4 to


the smaller opponent, then go to [17].
Attacker's Size Modifier:
Target's Size Modifier:
Skill Modifier:
Size
-15
-14
-13
-12
-11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

Linear Measurement
1/5"
1/3"
1/2"
2/3"
1"
1.5"
2"
3"
5"
8"
1 ft
1.5 ft
2 ft
1 yd
1.5 yd
2 yd
3 yd
5 yd
7 yd
10 yd
15 yd
20 yd
30 yd
50 yd
70 yd
100 yd
150 yd
200 yd
300 yd
500 yd
700 yd
1,000 yd

[17]
choose
choose
0

17
18
19
20
21
22
23
24
25
26
27
28
29
30
etc.

1,500 yd
2,000 yd (1 mile)
3,000 yd
5,000 yd (2.5 miles)
7,000 yd
10,000 yd (5 miles)
15,000 yd
20,000 yd (10 miles)
30,000 yd
50,000 yd (25 miles)
70,000 yd
100,000 yd (50 miles)
150,000 yd
200,000 yd (100 miles)
etc.

Effective Skill:

0
0
0

Torso

Size Modifier is based on a target's longest


dimension - if size falls between two values, use
the next-highest size. Box-, sphere-, or blobshaped objects add +2 to SM; elongated boxes,
like most ground vehicles, add +1. (B550)
When two opponents face each other in melee
combat, apply the difference in size modifiers as
a bonus to the smallest attacker and as a penalty
to the biggest. However, the bonus to a small
opponent is limited to +4; attacking a wall ten
times as big as you is no easier than hitting a
wall four times as big your reach limits where
you can hit (from the GURPS Faq, below).
Faq

[17]

Modify for the attacker's maneuver, attacker's posture, and visibility by


selecting all appropriate checkboxes below. Then, go to [18].
Attacker's Maneuver
All-Out Attack (Determined)
Move and Attack *

[18]

4
-4

Attacker's Posture
Crawling or lying down
Crouching, kneeling, or sitting

-4
-2
0

Visibility (max. -10)


Cannot see anything (not used to blindness) *
Cannot see anything (used to blindness) *
Cannot see foe *
nnot see foe (if you know his location to within 1 yard) *
Partial darkness, fog, smoke, etc.

-10
-6
-6
-4
choose

* Adjusted skill after all modifiers cannot exceed 9

0
0

Effective Skill:

0
0
NoMax

0
0

0
0

0
0
0
0
0
0

Torso

[18]

Modify for the attacker's situation by selecting all appropriate


checkboxes below. Then, go to [19].
Attacker's Situation
Affliction Coughing or sneezing
Drowsy
Drunk
Euphoria
Nauseated
Pain, Moderate
Pain, Severe
Pain, Terrible
Tipsy

-3
-2
-2
-3
-2
choose
choose
choose
-1

Bad Footing
Grappled
Holding a large shield
Major distraction
Minor distraction
Mounted, and mount attacked on its last turn
Mounted, and mount's velocity relative to target is 7+
Shock
ST below that required for weapon
Wearing a shield in close combat

choose
-4
-2
choose
-2
-2
-1
choose
choose
choose

[19]

Effective Skill:

0
0

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Torso

[19]

Modify for other actions by the attacker by selecting all appropriate


checkboxes below. Then, go to [20].
Other Actions by Attacker

Deceptive Attack
Dual-Weapon Attack
Evaluate for one turn
OR for two turns
OR for three turns (max.)
Off-hand Attack (no Ambidexterity)
Rapid Strike
Rapid Strike (w/ Trained by a Master or Weapon Master)
Striking into close combat
Wild Swing *

[20]
0

choose
-4
1
2
3
-4
-6
-3
-2
-5
0

* Adjusted skill after all modifiers cannot exceed 9

Effective Skill:

0
0
NoMax

0
0
0
0
0
0
0
0
0

Torso

[20]

Effective Skill for this Melee Attack has been calculated, see below for
a summary of modifiers. Then, go to [21].
Base Skill
Hit Location
Difference in Size Modifiers
Attacker's Maneuver, Attacker's Posture, and Visibility
Attacker's Situation
Other Actions by the Attacker

[21]
choose
0
0
0
0
0
0

Effective Skill:

[1]
[5]
[16]
[17]
[18]
[19]

Torso

[21]

Skill Roll:
Roll against your Effective Skill to hit. If you roll a (non-critical)
success, or miss by 1 to a hit location with a 'Miss by 1' value, go
immediately to [25].
If the skill roll is a critical success, go to [24].
If the skill roll is a (non-critical) failure, go to [23].
If the skill roll is a critical failure, go to [22].
Roll 3d6 manually and enter the result here:
Or click here to generate a random 3d6 result:
Roll - 3d6

Results

0
[25]
[24]
[23]
[22]
0
choose
0
13

Effective Skill:

Torso
Torso

Not Crit Hit


Not Crit Hit
Not Crit Hit
NotBy1
Not Crit Miss
Not Crit Miss
Not Crit Miss
0

3, 4
5
6
18
17
> 10

You have scored a possible hit. Go to [25].

Skill Roll:
[22]

Roll on the appropriate Critical Miss Table (B556) and apply any
immediate effects. If you dropped, broke, or disabled your weapon, go
to [48].
If you hit yourself, you are now the target of your attack; go to [29] and
assess the damage.
Otherwise, go to [23].

0
[48]
[29]
[23]

Effective Skill:

Torso

Skill Roll:

[23]

If this attack is with a missile weapon, or any attack aimed into a close
combat, check to see if you have hit the wrong target. Start with the
target nearest to you on a miss with a missile (B389), or with a random
target if striking into a close combat (B392). Return to [1] and attack
your new target - your final modified skill cannot exceed 9.
Otherwise, go to [48].

[1]

[48]

Effective Skill:

Torso

[24]

Skill Roll:
Roll on the appropriate Critical Hit Table (B552) and apply any
immediate effects, then select all relevant checkboxes below regarding
basic damage, DR, and hit location. Note that these results only apply
to one round in a group if firing an automatic weapon. The target gets
no Active Defense.
Go to [29].

[29]

Basic Damage
Maximum normal damage
Maximum normal damage and ignore target's DR
Double damage
Triple damage

0
0
0
0

DR (Damage Resistance)
Target's DR protects at half value (round down) after applying armor divisors
Target's DR protects at half value (round up) after applying armor divisors
If any damage penetrates DR, treat it as if it were a major wound
If any damage penetrates DR, it inflicts double normal shock (maximum of -8)
(Further effects for limbs and extremities only)

0
0
0
0

Hit Location
If the attack targeted the face or skull, treat it as an eye hit instead
(even if the attack could not normally target the eye)

Effective Skill:

Torso

Skill Roll:
If the target was aware of this attack, he may now choose to either
Dodge, Block, or Parry (depending on the type of attack). Enter the
[25]
target's chosen Active Defense below (line 3, in purple), and select all
applicable modifers from the list. Then, go to [26].
Block
Parry
Dodge
Active Defense:
Defender's Equipment
Parrying with dagger or knife (Parry)
-1
Parrying with kusari or whip (Parry)
-2
Parrying with quarterstaff (Parry)
2
Shield or cloak (except vs. firearms)
choose
Unarmed parry vs. weapon (except thrust attacks) (Parry)
-3
Defender's Maneuver
All-Out Defense (Increased Defense)

Defender's Posture
Crawling or lying down
Kneeling or sitting

-3
-2

Defender's Situation
Affliction (Incapacitating Conditions only)
Bad footing
Can't see attacker
Distraction (e.g., clothes on fire)
Encumbered (Dodge, Parry)
Mounted
Relative elevation
Stunned

-4
choose
-4
choose
-2
choose
choose
-4

Nature of Attack
Attack from behind (w/ Peripheral Vision)
Attack from side or "runaround" attack
Attacker used laser sight (Dodge)
Deceptive Attack
Dual-Weapon Attack (both strike same target)
Flail (Block)
Flail (Parry)
Nunchaku (Block)
Nunchaku (Parry)

-2
-2
1
0
-1
-2
-4
-1
-2

0
[26]

Effective Active Def

Successful Feint
Thrown weapon (Parry)
Thrown weapon, small (1 lb. or less) (Parry)

choose
-1
-2

Other Actions by Defender


Acrobatic Dodge, Acrobatics roll succeeds (Dodge)
Acrobatic Dodge, Acrobatics roll fails (Dodge)
Dodge and Drop vs. ranged attack (Dodge)
Feverish Defense (costs 1 FP)
Multiple parries (Parry)
Off-hand parry, without Ambidexterity (Parry)
Retreat (Dodge)
Retreat (Block)
Retreat - Boxing, Judo, Karate, or fencing weapon (Parry)
Retreat - all others (Parry)

2
-2
3
2
choose
-2
3
1
3
1
0

Effective Skill:

Torso

Effective Active Defense:


0
0
0
0
0

0
0

0
0
0
0
0
0
0
0

0
0
0
0
0
0
0
0
0

0
0
0

0
0
0
0
0
0
0
0
0
0

Skill Roll:
[26]

Target now rolls against his effective Active Defense. If the skill roll is
a critical success, go to [27].
If the skill roll is a (non-critical) successful Dodge, go to [23].
If the skill roll is a (non-critical) successful Block or Parry, go to [48].
If the skill roll is a critical failure, go to [28].
If the skill roll is a (non-critical) failure, go to [29].
Active Defense:
Roll 3d6 manually and enter the result here:
Or click here to generate a random 3d6 result:
Roll - 3d6

0
[27]
[23]
[48]
[28]
[29]

Effective Active Def


0
choose
0

Results
5

Effective Skill:

Torso

3,4
5
6
18
17

Effective Active Defense:


Not Crit Hit
Not Crit Hit
Not Crit Hit
Not Crit Miss
Not Crit Miss

Target successfully Blocked/Parried. Go to [48].

Skill Roll:
[27]

If this was a melee attack, the attacker must roll on the appropriate
Critical Miss table - the defender has "faked him out", knocked his
weapon from his hand, or otherwise defended very well. Go to [22].
If this was a ranged attack and the defender chose to dodge, go to [23].
If this was a ranged attack with a thrown weapon, and the defender was
making a bare-handed parry, the defender may choose to catch the
incoming weapon with no harm to himself. Then, go to [48].
In all other cases, go to [48].
Active Defense Roll:

0
[22]
[23]
[48]
[48]

Effective Active Def

Effective Skill:

Effective Active Defense:

Torso

Crit fail defense


[28]

Skill Roll:

If the target Dodged, he loses his footing and falls prone.


If the target Blocked, his shield is now unready.
If the target Parried, he goes to the Critical Miss Table (B556).
Go to [29].
Active Defense Roll:

0
[29]

Effective Active Def

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

[29]

A hit has been scored!


Choose the damage type for this attack. Then, roll the basic damage for
your weapon (B378) and enter it below, or use the spreadsheet to
calculate it for you. Most successful attacks will do a minimum of 1
point of damage; crushing attacks can do 0 damage.
If this attack does not inflict Fatigue damage, go to [30].
If this attack does inflict Fatigue damage, go to [42].
Active Defense Roll:

[30]

[42]

Effective Active Def

Choose the damage type for this attack:


Roll damage manually and enter the total here:
Or enter the dice parameters below and click the 'Roll' button:
How many d6s do you need to roll?
Is there a + or - modifier to the roll?
Is there a multiplier to the roll?
Results of "Roll":
From Critical Hit results (step [24])
All-Out Attack (Strong)

1d6
2d6
3d6
4d6
5d6
6d6
7d6
8d6
9d6
10d6
11d6
12d6
13d6
-

Roll

choose
no
no

Total:

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

choose

Effective Skill:

Torso

Effective Active Defense:


t

choose

(minimum of 0 for crushing attacks; 1 for others)


Reset

(1d6, 3d6, 6d6, etc.)


(1d+3, 2d-1, etc.)
(6dx3, 4dx10, etc.)
1
0
0

0
0
1
0

Skill Roll:

[30]

Apply any armor divisors - for armor-piercing bullets, shaped-charge


rounds, monowire, etc.- to the target's DR at the hit location you have
hit, using the DR that applies to the attack in question (e.g., Kevlar is
less effective versus impaling attacks). If the attack causes Large-Scale
Injury (B400), use the average DR of the torso and the least protected
hit location. Go to [31].
Active Defense Roll:
Basic Damage:

[31]

Effective Active Def

Enter here the DR of the hit location that has been struck, remembering
that some armors have different DR values against different attack types.
Armor Divisors
Dart rounds, etc.
tone blade, wooden stake, whip, stun gun, HP rounds, etc.
Bodkin points, APHC rounds, lasers, etc.
Gauss rounds, etc.
Force sword, blasters, etc.
Heavy weapons/artillery, monowire, etc.
From Critical Hit results (step [24])

0.2
0.5
2
3
5
10
Effective DR:
Penetrating Damage:

0
0
#VALUE!

Effective Skill:

Torso

Effective Active Defense:


(from previous step)

0
0
0
0
0
0
0
0

Skill Roll:
[31]

If the penetrating damage is greater than 0, go to [33].


If the penetrating damage is exactly 0 (0 or less for a bullet), go to [32].
In all other cases, go to [49].
Active Defense Roll:
Basic Damage:
Effective DR:
Penetrating Damage:

0
[33]
[32]
[49]

Effective Active Def


0

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:
[32]

If the target is wearing flexible, non-rigid armor (leather, mail, kevlar,


etc.), then for every full 10 points of cutting, impaling, or piercing
damage, or for every full 5 points of crushing damage, you inflict 1
point of blunt trauma (B379). If you inflict damage, go to [33].
If you do not inflict damage, go to [54].
Active Defense Roll:
Basic Damage:
Effective DR:
Penetrating Damage:
Blunt Tramua:

0
[33]
[32]

Effective Active Def


0

Effective Skill:

Torso

No Blunt

No Blunt

t
Effective Active Defense:

No Blunt

[33]

Skill Roll:
First, multiply the penetrating damage by any Vulnerability modifier
(B161). Then multiply by any wounding modifiers for attack type
(cutting, impaling, special ammo, etc.) - if the hit location struck
specifies a multiplier for this attack type, use the hit location modifier
instead of the attack type modifier. (Note: blunt trauma damage is not
subject to these modifiers).
If this attack could cause Knockback (a crushing attack, or a cutting
attack that failed to penetrate DR - B378), go to [34].
Otherwise, go to [35].
Active Defense Roll:
Basic Damage:
Effective DR:
Penetrating Damage:
Vulnerability
x2
x3
x4
Attack Type
Hit Location
Torso

[34]

[35]

Effective Active Def


0

x1
x1
-

Total Damage/Injury:
#VALUE!
#VALUE!

Effective Skill:

t
Effective Active Defense:

0
0
0
1
x1
1
no mod
no mod
no mod
no mod
no mod

Torso

Skill Roll:

[34]

Apply 1 hex of knockback (B378) for every full multiple of the target's
ST-2 rolled as basic damage (before applying DR - not penetrating
damage). A target suffering knockback must attempt a roll against the
highest of DX, Acrobatics, or Judo - if knocked back more than one
hex, he rolls at -1 per hex after the first (Perfect Balance gives +4 to
this roll). On a failure, he falls down. Go to [35].
Active Defense Roll:
Basic Damage:
Effective DR:
Total Damage/Injury:
Target's ST:
Hexes of knockback:
Penalty to roll to avoid falling down:

[35]

Effective Active Def


0

choose
0

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

[35]

Enter the Target's Starting Hit Points below. It is possible to cause


enough injury in a single blow to cripple a limb (over HP/2), an
extremity (over HP/3), or an eye (over HP/10). A blow to a limb or
extremity can never cause more injury than the minimum required to
cripple that location (no such limit exists for the eye) - if injury to a
limb or extremity is at least twice the amount needed to cripple it before
this limit is applied, the location is not just crippled but destroyed.
Go to [36].
Active Defense Roll:
Basic Damage:
Effective DR:
Total Damage/Injury:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:
Results
No crippling wound inflicted.

[36]

Effective Active Def


0
0
choose

Effective Skill:

Torso

Cripple
400
400
400

Destroy
800
800
800

Effective Active Defense:

Eye (HP/10)
Limb (HP/2)
Extremity (HP/3)

Skill Roll:
[36]

The target will have a shock penalty (B419) on all DX-based and IQbased skills next turn equal to the injury inflicted (to a maximum of -4).
If this is a Major Wound (a single injury of greater than 1/2 HP, or a
lesser injury that cripples a body part - B420), go to [37].
Otherwise, go to [38].
Active Defense Roll:
Basic Damage:
Effective DR:

#VALUE!

Target's Starting HP:


Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

0
[37]
[38]

Effective Active Def


0
choose

Effective Skill:

t
Effective Active Defense:

Torso

Skill Roll:
[37]

Target must make an immediate HT roll to avoid stun (B420). If he


fails he is stunned and falls prone - a HT roll to recover may be made at
the end of each turn. Go to [38].
Active Defense Roll:
Basic Damage:
Effective DR:

0
[38]

Effective Active Def


0

Target's Starting HP:


Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

choose

Target's HT:
Roll 3d6 manually and enter the result here:
Or click here to generate a random 3d6 result:
6

choose
choose

Roll - 3d6

Results

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:
[38]

If the target's HP are still HP/3 or more, go to [50].


If the target's HP are less than HP/3, but more than 0, go to [39].
If the target's HP are 0 or less, but more than -HP, go to [40].
If the target's HP are -HP or less, but more than -5xHP, go to [41].
If the target's HP are -5xHP or less, go to [52].
Active Defense Roll:
Basic Damage:
Effective DR:
Thresholds
Target's HP/3:
0
Target's Starting HP:
Target's -HP:
0
Injury Inflicted:
Target's -5xHP:
0
Target's Remaining HP:
Shock Penalty:

0
[50]
[39]
[40]
[41]
[52]

Effective Active Def


0

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:
[39]

The target is reeling from his wound(s), and now has half his usual
Move and Dodge scores (round up - B419). Go to [51].
Active Defense Roll:
Basic Damage:
Effective DR:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

0
[51]

Effective Active Def


0

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

The target is in immediate danger of collapse - he now has half his


usual Move and Dodge scores (round up - B419).

[40]

He must also make a HT roll at the start of each turn he is below 0 HP


(at a -1 per full multiple of HP below 0). Failure means he falls
unconscious; success means he can act normally, but must roll again
every turn to continue functioning. (Exception: roll only on turns when
target attempts a defense roll, or chooses any maneuver other than Do
Nothing).
Go to [51].
Active Defense Roll:
Results
Basic Damage:
Effective DR:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

[51]

Effective Active Def


0

Effective Skill:

Torso

Effective Active Defense:

Target's HT:
Roll manually:
Roll - 3d6

choose
choose
0
8

Skill Roll:

The target is in danger of dying - he now has half his usual Move and
Dodge scores (round up - B419).

[41]

He must also make a HT roll at the start of each turn he is below 0 HP


(at -1 per full multiple of HP below 0). Failure means he falls
unconscious; success means he can act normally, but must roll again
every turn to continue functioning. (Exception: roll only on turns when
target attempts a defense roll, or chooses any maneuver other than Do
Nothing).

[47]

In addition, he must make immediate HT rolls to avoid dying, once for


each threshold of -HP reached. If all HT rolls to avoid dying are
successful, go to [47].
If any HT roll to avoid dying fails by 1 or 2, go to [46]. (Mortal Wound)
If any HT roll to avoid dying fails by more than 2, go to [52].
Active Defense Roll:
Result (to avoid dying)
Basic Damage:
Effective DR:

[46]
[52]

Result (to avoid unconsciousness)

Target's Starting HP:


Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

Penalty to HT roll to stay conscious:


Number of HT rolls required to avoid dying:
#VALUE!
#VALUE!
#VALUE!
#VALUE!
#VALUE!
#VALUE!

-HP
-2xHP
-3xHP
-4xHP
-5xHP
Penalty

Effective Active Def


0

Effective Skill:

Torso

Effective Active Defense:

Target's HT:
Roll manually:
Roll - 3d6

choose
choose
0
8

(-1 per full multiple of HP below 0)


(1 for each threshold of -HP below 0 reached)

Skill Roll:
[42]

Enter the target's starting Fatigue Points below, then subtract the fatigue
injury inflicted to determine the target's remaining FP.
If the target's FP are still FP/3 or more, go to [50].
If the target's FP are less than FP/3, but more than 0, go to [43].
If the target's FP are 0 or less, but more than -FP, go to [44].
If the target's FP are -FP or less, go to [45].
Active Defense Roll:
Thresholds
Target's FP/3:
Target's -FP:

0
0

Target's Starting FP:


Fatigue Injury Inflicted:
Target's Remaining FP:

0
[50]
[43]
[44]
[45]

Effective Active Def


0
choose

Effective Skill:

Effective Active Defense:


0
0
0

Torso

Skill Roll:
[43]

The target is very tired - halve his Move, Dodge, and ST (round up).
This does not affect ST-based quantities, such as HP and damage.
Go to [50].
Active Defense Roll:
Target's Starting FP:
Fatigue Injury Inflicted:
Target's Remaining FP:

0
[50]

Effective Active Def


choose

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

The target is on the verge of collapse - halve his Move, Dodge, and ST
(round up). This does not affect ST-based quantities, such as HP and
damage. If the target loses further fatigue, each 1 FP lost also causes 1
HP of injury.
[44]

To do anything besides talk or rest, the target must make a Will roll; in
combat, make this roll before any maneuver other than Do Nothing.
Success means he can act normally; failure means he is incapacitated
and can do nothing until he recovers positive FP. On a critical failure,
the target must make an immediate HT roll to avoid a heart attack
(B429).
Go to [51].
Active Defense Roll:

[51]

Effective Active Def

Target's Starting FP:


Fatigue Injury Inflicted:
Target's Remaining FP:

choose

Target's Will:
Roll 3d6 manually and enter the result here:
Or click here to generate a random 3d6 result:
11

choose
choose

Roll - 3d6

Results

Effective Skill:

Effective Active Defense:

Torso

[45]

Skill Roll:
The target immediately falls unconscious - any further FP cost comes
from HP instead. He will awaken when he again reaches positive FP
(B427).
Go to [47].
Active Defense Roll:
Target's Starting FP:
Fatigue Injury Inflicted:
Target's Remaining FP:

0
[47]

Effective Active Def


choose

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

Target is immediately incapacitated (may or may not be unconscious GM decision), and suffering from a mortal wound. If the target receives
any further injury and must make a HT roll to avoid death, any failure
kills him.

[46]

While mortally wounded, the target must make a HT roll every halfhour to avoid death. On any failure, he dies; on a success, he lingers for
another half-hour, then rolls again; on a critical success, he pulls
through miraculously and is no longer mortally wounded (but is still
incapacitated).

[47]

If the target recovers from a mortal wound, make a HT roll. On a


failure, he loses 1 point of HT permanently; on a critical failure, the
GM may apply the Wounded disadvantage (B162) or some other effect
(such as reduced appearance due to scarring, etc.).
Go to [47].
Active Defense Roll:
Basic Damage:
Effective DR:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

Effective Active Def


0
choose

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

The target is critically injured.


[47]

[53]

If this attack could also hit others, go to [53].


Otherwise, the attack is finished.
Go to [1] to reset the spreadsheet and start a new attack.
Active Defense Roll:
Basic Damage:
Effective DR:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

[1]

Effective Active Def


0
choose

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

The attack has missed.


[48]

If this attack could also hit others, go to [53].

[53]

Otherwise, the attack is finished.


Go to [1] to reset the spreadsheet and start a new attack.
Active Defense Roll:

[1]

Effective Active Def

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:
The blow hits, but has no effect on the target (unless you were attacking
for the purpose of simply touching the target, as a mage or psi may
wish to).
[49]

[53]

If this attack could also hit others, go to [53].


Otherwise, the attack is finished.
Go to [1] to reset the spreadsheet and start a new attack.
Active Defense Roll:
Basic Damage:
Effective DR:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

[1]

Effective Active Def


0
choose

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

The target is slightly injured.


[50]

[53]

If this attack could also hit others, go to [53].


Otherwise, the attack is finished.
Go to [1] to reset the spreadsheet and start a new attack.
Active Defense Roll:
Basic Damage:
Effective DR:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

[1]

Effective Active Def


0
choose

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

The target is severely injured.


[51]

[53]

If this attack could also hit others, go to [53].


Otherwise, the attack is finished.
Go to [1] to reset the spreadsheet and start a new attack.
Active Defense Roll:
Basic Damage:
Effective DR:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

[1]

Effective Active Def


0
choose

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

The target is dead.


[52]

[53]

If this attack could also hit others, go to [53].


Otherwise, the attack is finished.
Go to [1] to reset the spreadsheet and start a new attack.
Active Defense Roll:
Basic Damage:
Effective DR:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:
Shock Penalty:

[1]

Effective Active Def


0
choose

Effective Skill:

Effective Active Defense:

Torso

Skill Roll:

[53]

If the "Extra Possible Hits" field below is anything other than 0, this
attack may have scored multiple hits. Reload a fresh copy of this
spreadsheet (or use the 'Reset' button on Step [1]) and work through the
combat again, once for each other possible hit indicated, ignoring any
options not applicable to multiple attacks (for example, only the first
round of a burst can be a critical success.

[1]

Otherwise, this attack has ended.


Active Defense Roll:
Basic Damage:
Effective DR:
Target's Starting HP:
Injury Inflicted:
Target's Remaining HP:

Effective Active Def


0
choose

Shock Penalty:
Extra possible hits:

Effective Skill:

Effective Active Defense:

Torso

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