Gurps Combat sandox

flash card for GURPS 4ed combat movements
Combat Sequence is defined in terms of
A Combat Turn last how long?
One second (C324)
What determines who acts first in a Combat Turn
highest Basic Speed goes first, followed by the next highest Basic Speed, and so on.
The GM decides the order of multiple
NPCs on the same side with the same Basic Speed. If PCs are involved, precedence goes to the highest DX.
If there's still a tie, the GM should roll at the start of combat to determine who acts first. (C324)
On Your turn, you can Maneuver by:
1. Doing nothing or Other
2. Making a Physical Action
3. Making a Mental Action
If your Physical Action is Other, you may:
1. Move
2. Change Postion
3. Crouch
4. Wait
5. Do Nothing
If you elect a Physical Action, you may:
1. Attack
2. Defend
3. Other
If you elect a Mental Action, you may:
1. Use a Skill / Concentrate
2. Evaluate
3. Wait
If your Physical Action is Attack, you may:
1. Attack
2. Move and Attack (MA)
3. All Out Attack (AOA)
4. MA Defensive Attack
5. MA Committed Attack
6. Feint
If your Physical Action is Defend, you may:
1. Ready
2. Move
3. All Out Defense (AOD)
4. Change Position
When you Attack, your option types are:
1. Melee
2. Ranged
For a Melee Maneuver you may:
1. make a Deceptive Attack
2. make a Called Shot
3. take a Rapid Strike
4. Shove
5. Slam
6. Feint
7. make an Unarmed Attack [option]
For a Ranged Maneuver you may choose:
1. a Called shot
2. to Ignore cover and shoot through it
3. MA Deceptive Attack
4. MA Feint
5. MA Quick Shot
6. MA Thrown Rapid Strike
For a Defend Maneuver you may choose:
1. All Out Defense
2. Dodge and Drop
3. Retreat
With any Attack, you have two additional considerations. What are they?
1. Select an Active Defense
2. Select a Movement
What is the definition of effective skill?
it is your base skill plus or minus any appropriate modifiers
Resolving an attack takes three dice rolls. They are:
1. attack roll. If your roll is successful, your attack was a good one.
2. defense roll. Your opponent rolls to try and defend against your blow. If he makes this roll, he evaded or stopped the attack, and is
not hit.
3. damage roll. If the damage roll is not successful, your attack succeeds. Roll damage.
what are the common assumptions on the 3-18 results roll for an attack?
* 3 or 4 always hits AND is critical.
* An effective skill of 15 or more gets a critical hit on a 5 or less.
* 3 is automatically max damage.
* a Critical hit bypasses any defense roll
* 17 or 18 always misses.