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GURPS Wiki

Move and Attack combines the Attack and Move maneuvers but the attack is similar to a Wild Swing and gets a -4 penalty.

newness[]

3e had nothing like this, Move was the only maneuver which used movement points (AOA ignored them, AOD was always 1 step)

martial arts[]

MA107 has the Substitute slam rule

Supers[]

pg 27 for Extra Attack

a hero with this ability can add Talent to the limit of 9 on attack skill for a Move and Attack

technical grappling[]

page 21 included 2 new rules which are easily overlooked since they aren't actually grappling related:

  • If you want to slam or shove someone and then keep moving,

you may do so!

  • For a slam that continues through the target,

subtract the damage rolled by the target from any remaining Move.

  • For a shove, you may continue if you push

your opponent out of your path.

Quotes[]

2007[]

February 28: Krommm on why Ranged MAA doesn't take the -4 or cap of 9 like melee does: http://forums.sjgames.com/showpost.php?p=366462&postcount=48

March 1st: Kromm on no combo with Deceptive Attack: http://forums.sjgames.com/showpost.php?p=366887&postcount=60

2013[]

Kromm on it being a -1 to a technique to buy off the -2 to incidental rolls, and another -1 to remove the inability to use a certain defense.

https://web.archive.org/web/20180109045612/http://forums.sjgames.com/showthread.php?t=118100

The -1 for removing the cap of 9 and the -1 for allowing retreats was already in the book.

He also added:

Another common stipulation is that this is always a form of extra effort; this adds +1 to the default (making it easier to do) but levies a flat cost of 1 FP per use.

This sort of equates +1 on techniques with -5% limitations on advantages.

see also[]