Tactics

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IQ/Hard

Defaults: IQ-6, Strategy (any)-6.

This is the ability to outguess and outmaneuver the enemy in small-unit or personal combat. In most settings, only the military teaches this skill.

When commanding a small unit, roll against Tactics to place your troops correctly for an ambush, know where to post sentries, etc. At the GM’s option, a successful roll might even provide clues as to immediate enemy plans. To outmaneuver enemy units, you must win a Quick Contest of Tactics with their leader. All of this only applies when you lead a group small enough that you can give each warrior orders personally – or through at most one subordinate. Thus, radio and similar technologies can greatly enhance your command abilities!

In personal combat, you may make a Tactics roll before the fight begins if you had any time to prepare. On a success, you start the fight in an advantageous position – e.g., behind cover or on higher ground – as determined by the GM. The better the roll, the greater your advantage. If you fail, or do not attempt a Tactics roll, you are in a random location (or one of the GM's choosing) when combat begins. Fighters without Tactics skill always start combat this way.

Even in an ambush or similar "surprise" situation, the GM will use the better of your Tactics skill and your Perception to see if you spotted the danger on time.