GURPS Ranged Attack Modifiers
Part of the GURPS For Dummies Cheat Sheet
In GURPS, being able to inflict damage on your opponents' characters when attacking from a distance is quite handy. Some helpful weapons are spears, nets, harpoons, and axes, but remember that you can't redirect an opponent's attack. When making a ranged attack, figure your effective skill by
Taking your base skill with your ranged weapon.
Applying the target's Size Modifier (SM).
Modifying for the target's range and speed.
See Size and Speed/Range Table on p. 550 in GURPS Basic Set: Campaigns.
Applying the relevant modifiers below.
Modifiers are cumulative, but combined visibility penalties cannot exceed –10. If any modifier marked with an asterisk (*) applies, adjusted skill after all modifiers cannot exceed 9.
A roll of this number or less is a hit. If using rapid fire, you score one extra hit for every full multiple of Recoil by which you make your attack roll.
Attacker's Maneuver
All-Out Attack (Determined): +1
Move and Attack: –2 or –Bulk of weapon, whichever is worse
Attacker's Situation
Affliction (coughing, retching, etc.): See Afflictions on p. 428 in GURPS Basic Set: Campaigns
Bad footing: –2 or more (GM's option)
Close combat: a penalty equal to the weapon's Bulk statistic
Damaged weapon: –HP of injury received last turn (maximum –4)
Major distraction (e.g., all clothes on fire): –3 or more (GM's option)
Minor distraction (e.g., part of clothes on fire): –2
Shock: –HP of injury received last turn (maximum –4)
ST below that required for weapon: –1 per point of deficit
Attacking from Moving Vehicle or Mount
If weapon is not in a stabilized mount, the combined bonus for Accuracy, Aim, bracing, and targeting systems cannot exceed the vehicle's SR.
Air vehicle: –1 for a handheld weapon, 0 otherwise
Exposed rider hanging on side of vehicle/mount and shooting over/under it: –6
Ground vehicle, good road: –1 for a handheld weapon, 0 otherwise
Ground vehicle, bad road: 0 for a stabilized turret or stabilized open mount; –1 for a fixed mount, hardpoint, or carriage; –2 for an external open mount; –3 for a handheld weapon
Ground vehicle, off-road: –1 for a stabilized turret or stabilized open mount; –2 for a fixed mount, hardpoint, or carriage; –3 for an external open mount; –4 for a handheld weapon
Space vehicle: 0
Turning in exposed saddle/seat of vehicle/mount to fire at foe behind: –4
Vehicle/mount dodged last turn and you're not the operator/rider: –2, or –4 if flying
Vehicle/mount failed control roll: penalty equal to margin of failure
Water vehicle, calm water: 0 for a stabilized turret or stabilized open mount; –1 for a fixed mount, hardpoint, or carriage; –2 for an external open mount; –3 for a handheld weapon
Water vehicle, rough water: –1 for a stabilized turret or stabilized open mount; –2 for a fixed mount, hardpoint, or carriage; –3 for an external open mount; –4 for a handheld weapon
Opportunity Fire
Checking target before firing: –2
Hexes watched: 0 for 1 hex; –1 for 2 hexes; –2 for 3–4 hexes or a line; –3 for 5–6 hexes; –4 for 7–10 hexes; –5 for 11+ hexes watched
Other Actions by Attacker
Aim for one turn: +Accuracy of weapon
Braced weapon: +1 if you are stationary and took a turn to Aim
Dual-Weapon Attack: –4/–8 with primary/off hand (–4/–4 with Ambidexterity)
Extra Aim: +1 for 2 seconds, +2 for 3+ seconds
Off-hand attack: –4 (no penalty with Ambidexterity)
Pop-up attack: –2, and no Aim possible
Rapid fire: 0 for 2–4 shots; +1 for 5–8 shots; +2 for 9–12 shots; +3 for 13–16 shots; +4 for 17–24shots; +5 for 25–49 shots; +6 for 50–99 shots; +7 for 100–199 shots; and so on.









