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]
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]
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].
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]
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].
[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].
0
0
0 0
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
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].
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].
[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
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
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
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
choose t
Reset
0
0 0
Skill Roll: 0
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
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
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:
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
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
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
Results
Effective Skill: 0 Torso
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
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
The target is in danger of dying - he now has half his usual Move
and Dodge scores (round up - B419).
#VALUE! -HP
#VALUE! -2xHP
#VALUE! -3xHP
#VALUE! -4xHP
#VALUE! -5xHP
#VALUE! Penalty
Effective Skill: 0 Torso
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:
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:
Results
Effective Skill: 0 Torso
Go to [47].
Active Defense Roll: ffective Active Defense:
Basic Damage:
Effective DR: 0
Shock Penalty:
Effective Skill: 0 Torso
Shock Penalty:
Effective Skill: 0 Torso
Shock Penalty:
Effective Skill: 0 Torso
Shock Penalty:
Effective Skill: 0 Torso
Shock Penalty:
Effective Skill: 0 Torso
Shock Penalty:
Effective Skill: 0 Torso
Shock Penalty: