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Slam is introduced in Basic Set and can be built up by Brawling and Sumo.

Although it measures yards moved (not full Move) for damage and Explosive Slam perk avoids that, the basic rule never made any sense so that should be some kind of built-in feature.

Someone using AOA:Double and Move 10 to zig zag and slam 2 guys 5 yards apart clearly must be moving 10 yards/second during both slams or else he couldn't cover that distance. You can't logically consider those slams only 5yards/second because there's no way he could move that slow and make both attacks during a single second!

Diffuse[]

B60 mentions "Most foes (GMโ€™s decision) cannot slam or grapple you!"

Necks[]

MA112

Using a long pole makes two options available that arenโ€™t possible with ordinary slams and shield rushes. First, you can target the neck, at the standard -5 to hit.

Dungeon Fantasy[]

described on pg 40 of Exploits, instead of the usual HPxVelocity/100 dice both just roll thrust-2 plus a bonus based on the Size and Speed/Range Table for simplicity. So it is now ST-based like normal attacks and not HP-based anymore.

Overrun is a new option where ti's free for big-hex monsters.

Martial[]

Teamwork in GURPS Martial Arts introduced the Brace option to resist slams.

Supers[]

GURPS Supers 25 "Acquiring ST with a source modifier normally doesnโ€™t add to body weight."

technical grappling[]

page 21 included a new rule for doing a slam during a Move and Attack that is easily overlooked since it isn'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.

quotes[]

2007[]

re feinting http://forums.sjgames.com/showthread.php?t=27392

other[]

http://forums.sjgames.com/showpost.php?p=1955105&postcount=12 possibly Strikers take no damage unlike weapons?

http://forums.sjgames.com/showpost.php?p=1927757&postcount=7 doug Cole likes slam+grapple as combo.

Block does not work against close-range attacks. It is possible to block a slam that is a Shield Rush http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.3.3 indicating shield rushes do not count as close range attacks. They benefit from an extra 1 yard of reach just like a shield bash.

Doug Cole in http://forums.sjgames.com/showpost.php?p=1278771&postcount=8 suggests the ST limit on what you can knock over be applied to when you can force a DX check (tying or exceeding damage) or automatically knock down a target (tying or exceeding double damage)

See also[]

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