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GURPS Combat Spreadsheet - version 0.

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
Restraint, Rasputin and others (links on homepage). Using those as a base, I set out to make a spreadsheet that would
allow users to go through GURPS combat step-by-step, inputting values as necessary, to assist in learning the comba
system and how its 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
GMs and players new to GURPS 4th edition a tool they can fiddle with outside of gameplay to run through the
combat system and see 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
options found in the GURPS Basic Set, 4th edition. Options from Martial Arts and High-Tech may find their way in
later, but for the 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
moment; it works, but it's a bit ugly. I am very interested in feedback to improve it - if you have any questions,
suggestions, or notice any bugs (either with the GURPS rules or the Excel formulas and presentation), I'd appreciate
hearing about them. You can 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]. [2]

Unmodified weapon skill: choose

To reset the entire


WARNING: This spreadsheet
will reset alltodata
its default state, clickwill
- all checkboxes thebe
button below.
unchecked, all chosen list items will be unchosen, all die-rolls will
be erased!
Effective Skill: 0 Torso
If the attack is a Wild Swing or completely unaimed (B398), or the
[2] [3]
attacker wants to determine hit location randomly, go to [3].
Otherwise, go to [4]. [4]
Effective Skill: 0 Torso
Roll for hit location (B552); do not apply modifiers to skill. Go to
[3] [6]. [6]

3d6 manually to determine hit location, and check the appropriate box below: -
Or click here to generate a random 3d6 result: -
Roll - 3d6
0
13
Roll (3d6) Location
0 3-4 Skull
0 5 Face
6-7 Right Leg
8 Right Arm
9-10 Torso
11 Groin
12 Left Arm
13-14 Left Leg
15 Hand
16 Foot
17-18 Neck
Effective Skill: 0 Torso

0 0 0

0
0
0
0
0
0
0
0
0
0
0
Does the attack inflict Fatigue damage, come from a melee attacker
whose Size Modifier exceeds that of his target by 7 or more, come
[4] [6]
from an attack described as "cone" or "area effect", or an external
explosion or other Large Area Attack (B400)? If so, go to [6].
Otherwise, go to [5]. [5]
Effective Skill: 0 Torso
[5] Apply modifiers for hit location (B398) by checking one location
below. If unspecified, assume the attacker is trying to hit the Torso, [6]
which has a modifier of 0. Go to [6].

Location Modifier
(imp or piercing only) Eye -9
Skull -7
0 Face -5
0 Right Leg -2
0 Right Arm -2
0 Torso 0
- Groin -3
Left Arm -2
Left Leg -2
Hand -4
Foot -4
Neck -5
(imp or piercing only) Vitals -3
Small (S) Weapon -5
Medium (M) Weapon -4
Large (L) Weapon -3
Attempt to disarm without a fencing weapon -2
Effective Skill: 0 Torso

0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Choose the appropriate attack type below.
[6] [7]
If the attack is a ranged attack, go to [7].
If the attack is a melee attack, go to [16]. [16]

Ranged Attack?
Melee Attack?
Effective Skill: 0 Torso

0
0
[7] Apply the target's Size Modifier (B19), then go to [8]. [8]

Target's Size Modifier: choose

Size Linear Measurement


-15 1/5"
-14 1/3"
-13 1/2"
-12 2/3"
-11 1"
-10 1.5"
-9 2"
-8 3"
-7 5"
-6 8"
-5 1 ft
-4 1.5 ft
-3 2 ft
-2 1 yd
-1 1.5 yd
0 2 yd
1 3 yd
2 5 yd
3 7 yd
4 10 yd
5 15 yd
6 20 yd
7 30 yd
8 50 yd
9 70 yd
10 100 yd
11 150 yd
12 200 yd
13 300 yd
14 500 yd
15 700 yd
16 1,000 yd
17 1,500 yd
18 2,000 yd (1 mile)
19 3,000 yd
20 5,000 yd (2.5 miles)
21 7,000 yd
22 10,000 yd (5 miles)
23 15,000 yd
24 20,000 yd (10 miles)
25 30,000 yd
26 50,000 yd (25 miles)
27 70,000 yd
28 100,000 yd (50 miles)
29 150,000 yd
30 200,000 yd (100 miles)
etc. etc.
Effective Skill: 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
blob-shaped 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]. [9]

Target's Range and Speed choose

Speed/Range Linear Measurement


0 2 yd
-1 3 yd
-2 5 yd
-3 7 yd
-4 10 yd (20 mph)
-5 15 yd
-6 20 yd
-7 30 yd
-8 50 yd (100 mph)
-9 70 yd
-10 100 yd
-11 150 yd
-12 200 yd
-13 300 yd
-14 500 yd
-15 700 yd
-16 1,000 yd
-17 1,500 yd
-18 2,000 yd (1 mile)
-19 3,000 yd
-20 5,000 yd (2.5 miles)
-21 7,000 yd
-22 10,000 yd (5 miles)
-23 15,000 yd
-24 20,000 yd (10 miles)
-25 30,000 yd
-26 50,000 yd (25 miles)
-27 70,000 yd
-28 100,000 yd (50 miles)
-29 150,000 yd
-30 200,000 yd (100 miles)
etc. etc.
Effective Skill: 0 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)
Modify for the attacker's maneuver and situation by selecting all
[9] appropriate checkboxes below. Then, if this attack is from a moving [10]
vehicle or mount, go to [10].
Otherwise, go to [11]. [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 choose


Close combat choose
Damaged weapon choose
Major distraction choose
Minor distraction -2
Shock choose
ST below that required for weapon choose
0
Effective Skill: 0 Torso

0
0

0
0
0
0
0
0
0
0
0

0
0
0
0
0
0
0
0
Select all applicable modifiers below for attacking from a moving
[10] vehicle or mount. Note that if a weapon is not in a stabilized mount, [11]
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 -6


Turning in exposed saddle/seat to fire at foe behind -4
/mount dodged last turn and you're not the operator (non-flying) -2
hicle/mount dodged last turn and you're not the operator (flying) -4
Vehicle/mount failed control roll choose

Air vehicle
Non-handheld weapons 0
Handheld weapon -1
Ground vehicle - good road
Non-handheld weapons 0
Handheld weapon -1
Ground vehicle - bad road
Stabilized turret or stabilized open mount 0
Fixed mount, hardpoint, or carriage -1
External open mount -2
Handheld weapon -3
Ground vehicle - off-road
Stabilized turret or stabilized open mount -1
Fixed mount, hardpoint, or carriage -2
External open mount -3
Handheld weapon -4
Space vehicle 0
Water vehicle - calm water
Stabilized turret or stabilized open mount 0
Fixed mount, hardpoint, or carriage -1
External open mount -2
Handheld weapon -3
Water vehicle - rough water
Stabilized turret or stabilized open mount -1
Fixed mount, hardpoint, or carriage -2
External open mount -3
Handheld weapon -4
0
Effective Skill: 0 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
Check all applicable modifiers below based on other actions by the
[11] attacker, target's position, and visibility. Then, if the attack is Rapid [12]
Fire, go to [12].
Otherwise, go to [13]. [13]

Other Actions by the Attacker


Dual-Weapon Attack -4
Off-hand attack (no Ambidexterity) -4

Target's Position
Shooting through light cover -2
Target is behind someone else choose
Target is crouching, kneeling, sitting, or lying down -2
Target is only partly exposed -2
0
Visibility (max. -10)
lind, target completely invisible, or in total darkness * -10
Cannot see foe * -6
t see foe (if you know his location to within 1 yard) * -4
Partial darkness, fog, smoke, etc. choose
Target has light concealment (e.g., bushes) -2
0
* Adjusted skill after all modifiers cannot exceed 9 0
Effective Skill: 0 Torso

NoMax

0
0

0
0
0
0

0
0
0
0
0
0
[12] Apply the appropriate Rapid Fire modifier below, then go to [13]. [13]

Rapid Fire
2-4 shots 0
5-8 shots 1
9-12 shots 2
13-16 shots 3
17-24 shots 4
25-49 shots 5
50-99 shots 6
100-199 shots 7
0
Enter the Recoil (Rcl) value of the weapon you are using: choose
Effective Skill: 0 Torso
0

0
0
0
0
0
0
0
0
If this attack is Opportunity Fire taken while watching more than
[13] one hex or if it is a Pop-Up Attack (B390), apply the appropriate [15]
penalty and go to [15].
Otherwise, go to [14]. [14]

Opportunity Fire
Checking target before firing -2
Hexes watched
1 hex 0
2 hexes -1
3-4 hexes, or a line -2
5-6 hexes -3
7-10 hexes -4
11+ hexes -5
Pop-Up Attack
Pop-up attack -2
0
Effective Skill: 0 Torso

t 0

0
0
0
0
0
0

0
[14] Apply the modifiers below for aiming and targeting. Go to [15]. [15]

Aiming
Aim for one turn 3
+ for an additional turn 1
OR + for two or more additional turns 2
Braced weapon 1
Targeting
Laser sight 1
Scope 1
Vehicular targeting system choose
Unfamiliar weapon or targeting system -2
0
Effective Skill: 0 Torso
0

0
0
0
0

0
0
0
0
Effective Skill for this Ranged Attack has been calculated, see
[15] [21]
below for a summary of modifiers. Go to [21].

Base Skill choose


Hit Location 0
Target's Size Modifier 0
Target's Speed/Range 0
Attacker's Maneuver and Situation 0
Moving Vehicle or Mount 0
Other Actions by the Attacker, Target's Position, Visibility 0
Rapid Fire 0
Opportunity Fire, Pop-Up Attack 0
Aiming and Targeting 0
Effective Skill: 0 Torso

[1]
[5]
[7]
[8]
[9]
[10]
[11]
[12]
[13]
[14]
[16] Apply the difference in Size Modifiers (B19), to a maximum of +4 [17]
to the smaller opponent, then go to [17].

Attacker's Size Modifier: choose


Target's Size Modifier: choose
Skill Modifier: 0

Size Linear Measurement


-15 1/5"
-14 1/3"
-13 1/2"
-12 2/3"
-11 1"
-10 1.5"
-9 2"
-8 3"
-7 5"
-6 8"
-5 1 ft
-4 1.5 ft
-3 2 ft
-2 1 yd
-1 1.5 yd
0 2 yd
1 3 yd
2 5 yd
3 7 yd
4 10 yd
5 15 yd
6 20 yd
7 30 yd
8 50 yd
9 70 yd
10 100 yd
11 150 yd
12 200 yd
13 300 yd
14 500 yd
15 700 yd
16 1,000 yd
17 1,500 yd
18 2,000 yd (1 mile)
19 3,000 yd
20 5,000 yd (2.5 miles)
21 7,000 yd
22 10,000 yd (5 miles)
23 15,000 yd
24 20,000 yd (10 miles)
25 30,000 yd
26 50,000 yd (25 miles)
27 70,000 yd
28 100,000 yd (50 miles)
29 150,000 yd
30 200,000 yd (100 miles)
etc. etc.
Effective Skill: 0 Torso

0
0
0 0

Size Modifier is based on a target's longest


dimension - if size falls between two values,
use the next-highest size. Box-, sphere-, or
blob-shaped 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 [18]
by selecting all appropriate checkboxes below. Then, go to [18].

Attacker's Maneuver
All-Out Attack (Determined) 4
Move and Attack * -4

Attacker's Posture
Crawling or lying down -4
Crouching, kneeling, or sitting -2
0
Visibility (max. -10)
Cannot see anything (not used to blindness) * -10
Cannot see anything (used to blindness) * -6
Cannot see foe * -6
t see foe (if you know his location to within 1 yard) * -4
Partial darkness, fog, smoke, etc. choose
0
* Adjusted skill after all modifiers cannot exceed 9 0
Effective Skill: 0 Torso

0
NoMax

0
0

0
0

0
0
0
0
0
0
[18] Modify for the attacker's situation by selecting all appropriate [19]
checkboxes below. Then, go to [19].

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 choose


Grappled -4
Holding a large shield -2
Major distraction choose
Minor distraction -2
Mounted, and mount attacked on its last turn -2
Mounted, and mount's velocity relative to target is 7+ -1
Shock choose
ST below that required for weapon choose
Wearing a shield in close combat choose
0
Effective Skill: 0 Torso

0
0
0
0
0
0
0
0
0

0
0
0
0
0
0
0
0
0
0
Modify for other actions by the attacker by selecting all appropriate
[19] [20]
checkboxes below. Then, go to [20].

Other Actions by Attacker 0


Deceptive Attack choose
Dual-Weapon Attack -4
Evaluate for one turn 1
OR for two turns 2
OR for three turns (max.) 3
Off-hand Attack (no Ambidexterity) -4
Rapid Strike -6
pid Strike (w/ Trained by a Master or Weapon Master) -3
Striking into close combat -2
Wild Swing * -5
0
* Adjusted skill after all modifiers cannot exceed 9
Effective Skill: 0 Torso

0
NoMax

0
0
0
0
0
0
0
0
0
Effective Skill for this Melee Attack has been calculated, see below
[20] [21]
for a summary of modifiers. Then, go to [21].

Base Skill choose


Hit Location 0
Difference in Size Modifiers 0
Attacker's Maneuver, Attacker's Posture, and Visibility 0
Attacker's Situation 0
Other Actions by the Attacker 0
0
Effective Skill: 0 Torso

[1]
[5]
[16]
[17]
[18]
[19]
Skill Roll:
Roll against your Effective Skill to hit. If you roll a (non-critical) 0
success, or miss by 1 to a hit location with a 'Miss by 1' value, go
[21] [25]
immediately to [25].
If the skill roll is a critical success, go to [24]. [24]
If the skill roll is a (non-critical) failure, go to [23]. [23]
If the skill roll is a critical failure, go to [22]. [22]
0
Roll 3d6 manually and enter the result here: choose
Or click here to generate a random 3d6 result:
Roll - 3d6
0
Results 16
Effective Skill: 0 Torso

Torso

Not Crit Hit 3, 4 -


Not Crit Hit 5
Not Crit Hit 6
NotBy1 -
Not Crit Miss 18 -
Not Crit Miss 17
Not Crit Miss > 10
0 You have scored a possible hit. Go to [25].
Skill Roll: 0
Roll on the appropriate Critical Miss Table (B556) and apply any
[22] immediate effects. If you dropped, broke, or disabled your weapon, [48]
go to [48].
If you hit yourself, you are now the target of your attack; go to [29]
[29]
and assess the damage.
Otherwise, go to [23]. [23]
Effective Skill: 0 Torso
Skill Roll: 0
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
[23] with a random target if striking into a close combat (B392). Return [1]
to [1] and attack your new target - your final modified skill cannot
exceed 9.
Otherwise, go to [48]. [48]
Effective Skill: 0 Torso
Skill Roll: 0
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
[24] results only apply to one round in a group if firing an automatic [29]
weapon. The target gets no Active Defense.
Go to [29].

Basic Damage
Maximum normal damage 0
Maximum normal damage and ignore target's DR 0
Double damage 0
Triple damage 0

DR (Damage Resistance)
Target's DR protects at half value (round down) after applying armor divisors 0
Target's DR protects at half value (round up) after applying armor divisors 0
If any damage penetrates DR, treat it as if it were a major wound 0
f any damage penetrates DR, it inflicts double normal shock (maximum of -8) 0
(Further effects for limbs and extremities only)

Hit Location
If the attack targeted the face or skull, treat it as an eye hit instead 0
(even if the attack could not normally target the eye)
Effective Skill: 0 Torso
Skill Roll: 0
If the target was aware of this attack, he may now choose to either
[25] Dodge, Block, or Parry (depending on the type of attack). Enter the [26]
target's chosen Active Defense below (line 3, in purple), and select
all applicable modifers from the list. Then, go to [26].
Dodge Block Parry
Active Defense: ffective 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
rmed parry vs. weapon (except thrust attacks) (Parry) -3

Defender's Maneuver
All-Out Defense (Increased Defense) 2

Defender's Posture
Crawling or lying down -3
Kneeling or sitting -2

Defender's Situation
Affliction (Incapacitating Conditions only) -4
Bad footing choose
Can't see attacker -4
Distraction (e.g., clothes on fire) choose
Encumbered (Dodge, Parry) -2
Mounted choose
Relative elevation choose
Stunned -4

Nature of Attack
Attack from behind (w/ Peripheral Vision) -2
Attack from side or "runaround" attack -2
Attacker used laser sight (Dodge) 1
Deceptive Attack 0
Dual-Weapon Attack (both strike same target) -1
Flail (Block) -2
Flail (Parry) -4
Nunchaku (Block) -1
Nunchaku (Parry) -2
Successful Feint choose
Thrown weapon (Parry) -1
Thrown weapon, small (1 lb. or less) (Parry) -2

Other Actions by Defender


Acrobatic Dodge, Acrobatics roll succeeds (Dodge) 2
Acrobatic Dodge, Acrobatics roll fails (Dodge) -2
Dodge and Drop vs. ranged attack (Dodge) 3
Feverish Defense (costs 1 FP) 2
Multiple parries (Parry) choose
Off-hand parry, without Ambidexterity (Parry) -2
Retreat (Dodge) 3
Retreat (Block) 1
reat - Boxing, Judo, Karate, or fencing weapon (Parry) 3
Retreat - all others (Parry) 1
0
Effective Skill: 0 Torso

ffective 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: 0
Target now rolls against his effective Active Defense. If the skill
[26] [27]
roll is a critical success, go to [27].
If the skill roll is a (non-critical) successful Dodge,
Block orgoParry,
to [23].
go to [23]
[48]. [48]
If the skill roll is a critical failure, go to [28]. [28]
If the skill roll is a (non-critical) failure, go to [29]. [29]
Active Defense: ffective Active Defense:
0
Roll 3d6 manually and enter the result here: choose
Or click here to generate a random 3d6 result:
Roll - 3d6
0
Results
8
Effective Skill: 0 Torso

ffective Active Defense:

Not Crit Hit 3,4 -


Not Crit Hit 5
Not Crit Hit 6
Not Crit Miss 18 -
Not Crit Miss 17
Target successfully Blocked/Parried. Go to [48].
Skill Roll: 0
If this was a melee attack, the attacker must roll on the appropriate
[27] Critical Miss table - the defender has "faked him out", knocked his [22]
weapon from
If this was his hand,
a ranged or otherwise
attack defended
and the defender verytowell.
chose Go go
dodge, to [22].
to
[23]. [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 [48]
the incoming weapon with no harm to himself. Then, go to [48].
In all other cases, go to [48]. [48]
Active Defense Roll: ffective Active Defense:
Effective Skill: 0 Torso

ffective Active Defense:


Crit fail defense Skill Roll: 0

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


[28] If the target Blocked, his shield is now unready. [29]
If the target Parried, he goes to the Critical Miss Table (B556).
Go to [29].
Active Defense Roll: ffective Active Defense:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0

A hit has been scored!


Choose the damage type for this attack. Then, roll the basic damage
[29] for your weapon (B378) and enter it below, or use the spreadsheet [30]
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]. [42]
Active Defense Roll: ffective Active Defense:

Choose the damage type for this attack: choose

Roll damage manually and enter the total here:


Or enter the dice parameters below and click the 'Roll' button: 0
Roll

How many d6s do you need to roll? choose


Is there a + or - modifier to the roll? no
Is there a multiplier to the roll? no
Results of "Roll":

From Critical Hit results (step [24]) - -


All-Out Attack (Strong) 2
Total:

0 1d6
0 2d6 0
0 3d6
0 4d6
0 5d6
0 6d6
0 7d6
0 8d6
0 9d6
0 10d6
0 11d6
0 12d6
0 13d6
0 -
0 -
Effective Skill: 0 Torso

ffective Active Defense:

choose t

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

Reset

(1d6, 3d6, 6d6, etc.) 0


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

0
0 0
Skill Roll: 0

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


charge rounds, monowire, etc.- to the target's DR at the hit location
[30] you have hit, using the DR that applies to the attack in question [31]
(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: ffective Active Defense:
Basic Damage:

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. 0.2
e blade, wooden stake, whip, stun gun, HP rounds, etc. 0.5
Bodkin points, APHC rounds, lasers, etc. 2
Gauss rounds, etc. 3
Force sword, blasters, etc. 5
Heavy weapons/artillery, monowire, etc. 10

From Critical Hit results (step [24]) -


0
Effective DR: 0
#VALUE!
Penetrating Damage:
Effective Skill: 0 Torso

ffective Active Defense:


(from previous step)

0
0
0
0
0
0
0 0
0

0
Skill Roll: 0
[31] If the penetrating damage is greater than 0, go to [33]. [33]
If the penetrating damage is exactly 0 (0 or less for a bullet), go to
[32]
[32].
In all other cases, go to [49]. [49]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0
Penetrating Damage:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0
If the target is wearing flexible, non-rigid armor (leather, mail,
kevlar, etc.), then for every full 10 points of cutting, impaling, or
[32] piercing damage, or for every full 5 points of crushing damage, you [33]
inflict 1 point of blunt trauma (B379). If you inflict damage, go to
[33].
If you do not inflict damage, go to [54]. [32]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0
Penetrating Damage:

Blunt Tramua: 0
Effective Skill: 0 Torso

t
ffective Active Defense:

- -
No Blunt No Blunt No Blunt
Skill Roll: 0
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
[33] [34]
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]. [35]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0
Penetrating Damage:
Vulnerability
x2
x3
x4
Attack Type
x1
Hit Location x1
Torso -

Total Damage/Injury:
#VALUE!
#VALUE!
Effective Skill: 0 Torso

t
ffective Active Defense:

0
0
0
1
x1
1
no mod
no mod
no mod
no mod
no mod
Skill Roll: 0
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
[34] roll against the highest of DX, Acrobatics, or Judo - if knocked [35]
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: ffective Active Defense:
Basic Damage:
Effective DR: 0
Total Damage/Injury:

Target's ST: choose


Hexes of knockback: 0
Penalty to roll to avoid falling down:
Effective Skill: 0 Torso

ffective Active Defense:

0
Skill Roll: 0
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
[35] to cripple that location (no such limit exists for the eye) - if injury [36]
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: ffective Active Defense:
Basic Damage:
- Effective DR: 0
- Total Damage/Injury:
- 0
Target's Starting HP: choose
Injury Inflicted:
Target's Remaining HP:
Results
No crippling wound inflicted.
Effective Skill: 0 Torso

ffective Active Defense:

Cripple Destroy
Eye (HP/10) 400 800
Limb (HP/2) 400 800
Extremity (HP/3) 400 800
Skill Roll: 0
The target will have a shock penalty (B419) on all DX-based and
IQ-based skills next turn equal to the injury inflicted (to a
[36] maximum of -4). [37]
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]. [38]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP: choose


#VALUE! Injury Inflicted:
Target's Remaining HP:

Shock Penalty:
Effective Skill: 0 Torso

t
ffective Active Defense:
Skill Roll: 0
Target must make an immediate HT roll to avoid stun (B420). If he
[37] fails he is stunned and falls prone - a HT roll to recover may be [38]
made at the end of each turn. Go to [38].
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP: choose


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

Target's HT: choose


Roll 3d6 manually and enter the result here: choose
Or click here to generate a random 3d6 result: 12
Roll - 3d6

Results
Effective Skill: 0 Torso

ffective Active Defense:

0
Skill Roll: 0
[38] If the target's HP are still HP/3 or more, go to [50]. [50]
If the target's HP are less than HP/3, but more than 0, go to [39]. [39]
If the target's HP are 0 or less, but more than -HP, go to [40]. [40]
If the target's HP are -HP or less, but more than -5xHP, go to [41]. [41]
If the target's HP are -5xHP or less, go to [52]. [52]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0
Thresholds
Target's HP/3: 0 Target's Starting HP:
Target's -HP: 0 Injury Inflicted:
Target's -5xHP: 0 arget's Remaining HP:
Shock Penalty:
Effective Skill: 0 Torso

ffective Active Defense:

0
Skill Roll: 0
The target is reeling from his wound(s), and now has half his usual
[39] [51]
Move and Dodge scores (round up - B419). Go to [51].
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP:


Injury Inflicted:
Target's Remaining HP:
Shock Penalty:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0
The target is in immediate danger of collapse - he now has half his
usual Move and Dodge scores (round up - B419).

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


[40] HP (at a -1 per full multiple of HP below 0). Failure means he falls [51]
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: ffective Active Defense:
Results Basic Damage:
Effective DR: 0

Target's Starting HP:


Injury Inflicted:
Target's Remaining HP:
Shock Penalty:
Effective Skill: 0 Torso

ffective Active Defense:

Target's HT: choose


Roll manually: choose
Roll - 3d6 0
9
Skill Roll: 0

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

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
[41] [47]
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).

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,
If go to avoid
any HT roll [47]. dying fails by 1 or 2, go to [46]. (Mortal
Wound) [46]
If any HT roll to avoid dying fails by more than 2, go to [52]. [52]
Active Defense Roll: ffective Active Defense:
Result (to avoid dying) Basic Damage:
Effective DR: 0

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! -HP
#VALUE! -2xHP
#VALUE! -3xHP
#VALUE! -4xHP
#VALUE! -5xHP
#VALUE! Penalty
Effective Skill: 0 Torso

ffective Active Defense:

Target's HT: choose


Roll manually: choose
Roll - 3d6 0
10

(-1 per full multiple of HP below 0)


(1 for each threshold of -HP below 0 reached)
Skill Roll: 0
Enter the target's starting Fatigue Points below, then subtract the
[42] fatigue injury inflicted to determine the target's remaining FP. [50]
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]. [43]
If the target's FP are 0 or less, but more than -FP, go to [44]. [44]
If the target's FP are -FP or less, go to [45]. [45]
Active Defense Roll: ffective Active Defense:
0
Thresholds Target's Starting FP: choose
Target's FP/3: 0 atigue Injury Inflicted:
Target's -FP: 0 arget's Remaining FP:
Effective Skill: 0 Torso

ffective Active Defense:

0
0
0
Skill Roll: 0
The target is very tired - halve his Move, Dodge, and ST (round
up). This does not affect ST-based quantities, such as HP and
[43] damage. [50]
Go to [50].
Active Defense Roll: ffective Active Defense:

Target's Starting FP: choose


Fatigue Injury Inflicted:
Target's Remaining FP:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0

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; [51]
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: ffective Active Defense:

Target's Starting FP: choose


Fatigue Injury Inflicted:
Target's Remaining FP:

Target's Will: choose


Roll 3d6 manually and enter the result here: choose
Or click here to generate a random 3d6 result: 10
Roll - 3d6

Results
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0
The target immediately falls unconscious - any further FP cost
comes from HP instead. He will awaken when he again reaches
[45] positive FP (B427). [47]
Go to [47].
Active Defense Roll: ffective Active Defense:

Target's Starting FP: choose


Fatigue Injury Inflicted:
Target's Remaining FP:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0
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.

While mortally wounded, the target must make a HT roll every


half-hour to avoid death. On any failure, he dies; on a success, he
lingers for another half-hour, then rolls again; on a critical success,
[46] he pulls through miraculously and is no longer mortally wounded [47]
(but is still incapacitated).

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: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP: choose


Injury Inflicted:
Target's Remaining HP:

Shock Penalty:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0

The target is critically injured.


[47] 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. [1]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP: choose


Injury Inflicted:
Target's Remaining HP:

Shock Penalty:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0

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. [1]
Active Defense Roll: ffective Active Defense:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0
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. [1]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP: choose


Injury Inflicted:
Target's Remaining HP:

Shock Penalty:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0

The target is slightly injured.


[50] 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. [1]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP: choose


Injury Inflicted:
Target's Remaining HP:

Shock Penalty:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0

The target is severely injured.


[51] 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. [1]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP: choose


Injury Inflicted:
Target's Remaining HP:

Shock Penalty:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0

The target is dead.


[52] 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. [1]
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP: choose


Injury Inflicted:
Target's Remaining HP:

Shock Penalty:
Effective Skill: 0 Torso

ffective Active Defense:


Skill Roll: 0
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
[53] indicated, ignoring any options not applicable to multiple attacks [1]
(for example, only the first round of a burst can be a critical
success.

Otherwise, this attack has ended.


Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0

Target's Starting HP: choose


Injury Inflicted:
Target's Remaining HP:

Shock Penalty:

Extra possible hits: 0


Effective Skill: 0 Torso

ffective Active Defense:

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