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Melee Attack is a limitation designed for Innate Attack which has later seen application to other advantages. It can also be used to describe the innate functionality of some touch-based advantages, though they tend to function as "cannot parry" versions.

Basic[]

B112, including a Cannot Parry add-on.

This was a vague description which said "functions as a melee weapon".

Powers 103 would later clarify "turns an attack advantage into a powered melee weapon, not a ST-based one; damage isn’t cumulative with thrust or swing damage. It lets the user wield his attack in one hand."

This would mean that it could probably benefit from rules in GURPS Martial Arts allowing 1-handed weapons to be wielded 2-handed. For example Defensive Grip (MA109) which (MA111) enables a +1 damage for -2 to hit.

The swords-only option to reduce reach to C for +2 to hit chinks doesn't appear to be addressed when swords represent Innate Attack.

P154 also clarified:

all choices are valid except All-Out Attack (Strong) – only attacks with the Melee Attack (ST-Based) enhancement (p. 103) have that option.

Prior to that, people might have assumed that AOA:strong could have been used with non-ST melee IAs.

Powers[]

P103 added Destructive Parry and Dual and ST-Based enhancements which mitigate the value of the limitation and can turn it into a net enhancement. It also clarifies an aspect about how it operates:

Melee Attack turns an attack advantage into a powered melee weapon, not a ST-based one; damage isn’t cumulative with thrust or swing damage. It lets the user wield his attack in one hand.

touch abilities like Leech and Neutralize count as this according to Powers.

GURPS Power-Ups 4 pg 4 "Aura of Power" gives example of Affliction enhanced with Area Effect having the Melee Attack limitation.

Supers[]

  • S43 defines "Body Electricity" as an Emanation
  • S58 lists "Body Electricity" on the "Melee Attacks Table"

Visibility and manifestation[]

Melee attacks are Visible by default - not just while attacking, but even when not attacking - they are a held weapon.

It is possible to take No Signature to make them invisible, or Switchable to turn off the visible advantage giving the capacity to attach.

A switched-off innate attack cannot be used to attack though - though Reduced Time could make this a Free Action instead of a Ready to put it on.

Reflexive could allow free-action-switchability to be done outside of one's turn for parrying purposes.

See also[]

References[]