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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]
[2]
choose
Effective Skill:
Torso
[2]
[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]
Location
Eye
Skull
Face
Right Leg
Right Arm
Torso
Groin
Left Arm
Left Leg
Hand
Foot
Neck
Vitals
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]
[7]
[16]
Ranged Attack?
Melee Attack?
Effective Skill:
0
0
Torso
[7]
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.
Effective Skill:
Torso
[8]
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
[9]
[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]
[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]
[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
-10
-6
-4
choose
-2
0
0
Effective Skill:
0
0
NoMax
0
0
0
0
0
0
0
0
0
0
0
0
Torso
[12]
[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]
[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]
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
[17]
[18]
4
-4
Attacker's Posture
Crawling or lying down
Crouching, kneeling, or sitting
-4
-2
0
-10
-6
-6
-4
choose
0
0
Effective Skill:
0
0
NoMax
0
0
0
0
0
0
0
0
0
0
Torso
[18]
-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]
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
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
3, 4
5
6
18
17
> 10
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]
Successful Feint
Thrown weapon (Parry)
Thrown weapon, small (1 lb. or less) (Parry)
choose
-1
-2
2
-2
3
2
choose
-2
3
1
3
1
0
Effective Skill:
Torso
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]
Results
5
Effective Skill:
Torso
3,4
5
6
18
17
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 Skill:
Torso
Skill Roll:
0
[29]
Effective Skill:
Torso
Skill Roll:
[29]
[30]
[42]
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
choose
0
0
1
0
Skill Roll:
[30]
[31]
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
0
0
0
0
0
0
0
0
Skill Roll:
[31]
0
[33]
[32]
[49]
Effective Skill:
Torso
Skill Roll:
[32]
0
[33]
[32]
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]
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]
choose
0
Effective Skill:
Torso
Skill Roll:
[35]
[36]
Effective Skill:
Torso
Cripple
400
400
400
Destroy
800
800
800
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!
0
[37]
[38]
Effective Skill:
t
Effective Active Defense:
Torso
Skill Roll:
[37]
0
[38]
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:
Torso
Skill Roll:
[38]
0
[50]
[39]
[40]
[41]
[52]
Effective Skill:
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 Skill:
Torso
Skill Roll:
[40]
[51]
Effective Skill:
Torso
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]
[47]
[46]
[52]
-HP
-2xHP
-3xHP
-4xHP
-5xHP
Penalty
Effective Skill:
Torso
Target's HT:
Roll manually:
Roll - 3d6
choose
choose
0
8
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
0
[50]
[43]
[44]
[45]
Effective Skill:
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 Skill:
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]
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:
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 Skill:
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]
Effective Skill:
Torso
Skill Roll:
[53]
[1]
Effective Skill:
Torso
Skill Roll:
[53]
[1]
Effective Skill:
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]
[1]
Effective Skill:
Torso
Skill Roll:
[53]
[1]
Effective Skill:
Torso
Skill Roll:
[53]
[1]
Effective Skill:
Torso
Skill Roll:
[53]
[1]
Effective Skill:
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]
Shock Penalty:
Extra possible hits:
Effective Skill:
Torso