GURPS Wiki
Advertisement
GURPS Wiki

This is a cinematic technique, usually restricted to cinematic campaigns.

Technique Name: Whirlwind Attack
Difficulty: Hard
Prerequisite: Boxing, Karate, or any Melee Weapon Skill
Default: Primary Skill-5
Maximum: Primary Skill
Damage: Per attack(s)
Book/Page: Basic Set 232 and GURPS Martial Arts 89


Gun Fu page 10:

Suppression Fire (pp. B409-410) and Whirlwind Attack (p. 30) are exceptions to these rules.
Either of these All-Out Attack maneuvers is all you can do on your turn, regardless of special advantages.
You can use two guns here.
If you do, you may attack the same or separate arcs or opponents with them.
Extra Attack (any level) means thereโ€™s no penalty for this other than any off-hand penalty that may apply.
Otherwise, apply any relevant Dual-Weapon Attack penalty that you havenโ€™t bought off.

FAQ[]

http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.2.20

You must forfeit all Extra Attacks to perform a Whirlwind Attack.

This is an added rule because MA never said anything like that! It simply said that you took an All-Out Attack maneuver, you can spin in place, and you can attack (including punch, normally C range) everyone within a yard.

That presumably is some combination of AOA Long / AOA Double where instead of getting 1/2 Move you get 0 Move (and all remaining attacks critically missing if one does, plus an inability to use other techniques, or cinematic skills) in exchange for extra attacks.

6 cap[]

Kromm mentioned in 2007 http://forums.sjgames.com/showpost.php?p=489135&postcount=30

It works just like the melee version, but with bullets: you shoot up to six people in the hexes surrounding yours, provided you have that many bullets.

A maximum of 6 was never listed in MA or GF. This is a retcon, with Kromm defining a breakdown at http://forums.sjgames.com/showpost.php?p=456362&postcount=8

  • Maneuver: All-Out Attack (Determined), +4
  • Combat Option: Rapid Strike, five extra attacks (a total of six, for the six hexes around you) is -6ร—5 = -30, but halved for this being cinematic and the user being Trained by a Master or a Weapon Master, -15*
  • Drawback: All you can do this turn (no further Rapid Strike, DWA, Fast-Draw, etc.), +1
  • Drawback: Can't combine this with other techniques or special skills, +1
  • Drawback: Can't step, can only turn in place, +1
  • Drawback: Limited to swings at 1 yard in a fixed order against all foes, +1
  • Drawback: Multiple critical misses on any critical miss, +1
  • Drawback: Must accept random hit location, complete with penalty, +1

"you don't need Trained by a Master or Weapon Master to attempt this at default. Those who lack those traits really ought to be at -20, not -5. But since it's an All-Out Attack that leaves you without defenses, quite likely still surrounded by foes who made defense rolls, we let it slide."

https://www.ravensnpennies.com/gurps101-deconstructing-whirlwind-attack/ links back to it

Deceptive Attacks and Feints[]

also 2007 by Kromm http://forums.sjgames.com/showpost.php?p=454308&postcount=3

if you can manage feints against some or all of the targets of Whirlwind Attack or Grand Disarm, then you enjoy the benefits of those feints if you hit
..
Whirlwind attack can't be combined with other techniques or with cinematic skills, but there's no inherent prohibition against Deceptive Attacks all 'round. When a rule doesn't say you can't, you can.

This makes sense since DA is a combat option, while Feint is not combined (it happens the previous turn)

See also[]

Advertisement