02-11-2018, 03:51 PM | #1 |
Join Date: Nov 2011
Location: South Dakota, USA
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[Basic] Advantage of the Week (#52): Extra Attack
Previous Thread: Extra Arms
Next Thread: Extra Head, Extra Mouth If you're new to this series or just want to leave feedback about it, check out the Introduction Thread. If you need help finding something we've already discussed, johndallman is maintaining an index of which traits we've discussed. This is especially handy if the trait you are searching for happens to have been part of a multi-subject review. Basic Extra Attack (p. B53-54), a Mundane (first level only), Physical Advantage that costs 25 per level*. Each level of this trait grants you an extra Attack maneuver on your turn during combat but does not offset any naturally occurring penalties (such as from using your offhand). You cannot take more levels of this than you have methods of attacking available (natural weapons, limbs, and attack powers) and it is okay to use a weapon (or weapons) in these attacks, provided you're not violating some other rule (like trying to fire a normal gun with your non-manipulator foot). You can use some of these on Feints, but only one may be used for a Rapid Strike, which grants only one extra attack over your baseline but only two of your attacks suffer the Rapid Strike's -6 Skill penalty. When the character with any levels of Extra Attack chooses to All-Out Attack, it may select
The mundane version of this trait simply represents a person with exceptionally good coordination. Note that, even though a normal human has two arms, two legs, and is capable of biting or headbutting, one level of Extra Attack is still the cap; if you can do all that in one turn without All-Out Attacking, you outside of the realm of mundane human (at least, as far as RAW is concerned). Also, note that it doesn't allow extra Aim or Evaluate maneuvers; take Enhanced Tracking for that. Other Supplements
Past Editions As stated earlier, under the Third Edition rules - and perhaps earlier - Extra Attack was known as "Full Coordination". I shall refer to the trait's entry found in Compendium I, on page 56; this puts in in the chapter for Super and Racial Advantages. It is priced at 50 CP/level* and the text makes no exception to allow a single level for mundane humans, though it does mention that a character with two arms could indeed take one level of the trait so as to attack with each arm. Besides other differences native to how Third Edition Operates versus Fourth Edition (such as referencing Independently Focusable Eyes instead of Enhanced Tracking), the final major difference is that, when taking an All-Out Attack and selecting the option to increase your number of attacks, it provides a 50% increase instead of a single, additional attack. Thus, a creature with Full Coordination Lv.3 could attack six times when All-Out Attacking (or 50% more than the four times it would usually be allowed to attack). Useful Links Feel free to suggest any existing threads or other, appropriate links on this matter. Discussion Starters This is (usually) a generic list of questions for those who want to participate in the discussion but need a little help. If you already know what you want to say, feel free to skip these. ;)
*The actual text does not use the term "level", but uses the term "attacks", which I found more confusing instead of less, and even if I hadn't I prefer uniform terminology for such things unless grossly inconvenient. Feel free to let me know if you would prefer I do or do not take such liberties in the future. **Extrapolation on my part. The rules for Feints on p. B365 states that the penalty applied to the opponent's Defenses from a successful Feint lasts one second. It also states that if you Feint, then use All-Out Attack (Double) on your next turn, your opponent suffers the Defense penalty against both attacks. The rules for the All-Out Attack (Double) entry of the All-Out Attack section (same page) states that if you wish, you may Feint and then Attack instead of Attacking twice for All-Out Attack (Double), but that if you do, the penalty from a successful Feint only applies to your next attack.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 08-02-2018 at 08:03 PM. Reason: Finally noticed it still said "Next Thread: Pending" |
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advantage, advantage of the week, extra attack, week, [basic] |
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