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Attack is a Maneuver to make an armed or unarmed attack in melee combat, or to use a thrown or missile weapon in ranged combat. The weapon must be Ready.

Step and Attack note[]

Pg 111 of 3e's Basic Set mentioned options for attacking "bare handed" as it's fifth italic. The only mention of kicking is the final option: requiring the karate skill and it mentions -1 to damage.

This indicates that non-karate kicks could not be performed after a step, and even then they received a damage penalty. This is perhaps sum of two factors:

  • it describes the context of stepping into an opponent's hex (rather than stepping into an adjacent one) and only karate could make C-range kicks.
  • a universal -1 penalty to damage for C-range kicks is not mentioned on 3eB114, so some might think this is due to a uniqueness of Step-and-Attack rather than C-range kicks however

Hellboy Sourcebook and Roleplaying Game had a similar rule except instead of being maneuver-limited, it was just a universal -1 to damage for karate kicks at close range. Karate was notably different here than standard 3e though: Hellboy Karate allowed kicks at full skill, without a -2 penalty.

Both restriction appears to be absent in 4e, with DX/Brawling also making C-range kicks (and being permitted after taking a step into an occupied hex), and with no damage penalty compared to kicking from one's starting position without mixing time with stepping.

Quick Reference[]

  • Movement: Step. You may step and then attack or attack and then step – your choice. To move further and still attack, take All-Out Attack or Move and Attack.
  • Active Defense: Any.

Attack Type and Modifiers[]

Affliction, Binding, Innate Attack, Leech, Neutralize, Obscure, Static, and anything else the GM views as an “attack”[1]

Furthermore these attacks can have Damage Modifiers.

See Also[]

Additional Information[]

References[]

  • B61; B365