Skills
Literacy
Literacy is now a skill. Reading your native language is a M/A skill and uses full IQ. All other languages are M/H skills and use � IQ.
Armor Use Physical/Easy No Default (defaults to DX or IQ roll)
This is the skill of maintaining and wearing armor. This skillwill allow a character to properly choose, pad, strap, and maintain hisarmor and to roughly appraise the quality and value of any armor he mightencounter. It will also allow him to actively use the armor to bestadvantage in combat. Every 10 levels of this skill adds 1 to the DR ofarmor against low-tech weapon attacks. This includes missiles like arrowsand sling stones, but it doesn't include bullets, magic, cold, or flame attacks. Source: Self
Battle Axe Physical/Hard DX-5, Axe/Mace-2, Two-Handed Axe/Mace-2
This is the skill of using a Battle Axe or War Mace. These weapons can be used with either one or two hands. It is more difficult to learn than axe/mace or two-handed axe/mace because it uses many techniques from both skills, and it can substitute for both skills. Swinging damage is increased by 1 when swinging the weapon two-handed, minimum ST is reduced by two points and there is no re-ready time. Source: Ed
Bastard Sword Physical/Hard DX-5, Katana-1, Broadsword-2, Two-Handed Sword-2, Shortsword-4
This is the skill of using the Bastard or "hand and a half" sword. This weapon can be used either one-handed or two-handed. It is more difficult to learn than broadsword or two-hand sword because it uses many techniques from both skills, and it can substitute for both skills. Swinging damage is increased by 1 when swinging the sword two-handed. Parry when used one-handed is 1/2 skill. Used two-handed, and carrying no more than Light Encumbrance, Parry is 2/3 skill. Default is Broadsword-2 for one-handed use, or Two Handed Sword-2 if used in two hands. Katana skill defaults to this skill at -1, since the two weapons are virtually identical. Source: Codex
Contortionist Physical/Hard DX-5, Acrobatics-3, Escape-3, Yoga-2
This is the skill of exceptional bodily flexibility. It is used tosqueeze into small spaces, to escape from some sorts of restraints, and tocontort one's body in strange ways to entertain people. A successful roll vs. Contortionist skill allows a human-sizedcharacter to squeeze through an opening only 12" in diameter, or tosqueeze their body into an into an area only 8" wide. This gives +4 to Camouflage skill. A successful roll vs. Contortionist skill also gives +4 to Escapeskill to get out of ropes, handcuffs, and other physical restraints. Finally, a successful skill roll allows a character to put on asuccessful contortionist act for entertainment or religious purposes.Source: Warhammer Fantasy Roleplay, Codex
Catching Physical/Easy DX, Appropriate Sports Skill
This is the skill of catching all manner of thrown objects. It maybe substituted for DX or an appropriate sports skill in the rightcircumstances. There is a penalty of -1 to skill for each point by whichthe person throwing the object to you missed their Throwing roll, howeverthere is a +3 bonus to catch items that are thrown you. The GM may alsoassess penalties for objects that are especially difficult to catch basedon their size, speed, bulk, and slipperiness. There is a -5 penalty to skill to safely catch an object that wasthrown you with intent to harm. If you fail your catching roll in thislatter case then you are automatically hit by the object. Obviously someobjects can never be safely caught. Source: Codex
Dodging
Katana Physical/Hard DX-5, Bastard Sword-1, Broadsword-2, Two Handed Sword-2, Shortsword-4
This skill is extremely controversial in official GURPS rules, since it does more damage than a standard broadsword, it has better parry than a broadsword, it can substitute for two skills (Broadsword and Two-Handed sword), and a katana is $100 cheaper than an equivalent broadsword! This version of the skill fixes these problems by reducing the damage the katana does, and increasing the difficulty of the skill to Hard.
There is also an equivalent Physical/Hard skill for Bastard Sword which is nearly identical to Katana skill.This is the skill of using the Japanese longsword, the katana. This weapon can be used either one- handed or two-handed. Style and stance are totally different from Western techniques. Parry when used one-handed is 1/2 skill. Used two-handed, and carrying no more than Light Encumbrance, Parry is 2/3 skill. When used one-handed, it does the Swing+1 and it has to be readied on the next turn. When used two handed, it does Swing+2, but does not need to be readied on the turn after it is used. Katanas have 1 hex range, though a katana user can take the "Lunge" maneuver. They cost the same as an equivalent broadsword, but are always "Fine" quality. (Medieval Japanese swordmakers were better than their European counterparts.) Note that due to the katana's lighter weight it is more vulnerable to being broken by a weapon which is at least 3 times its weight. Source: GURPS Japan, Compendium I, Codex
Note: There are NO KATANAs only bokkens called Sestelle'
Sickle Physical/Average DX-5, Shortsword-2, Axe/Mace-2, Gaff-2
This is the skill of using a one-handed sickle (or any otherweapon with a short, singled-edged, crescent-shaped blade set at rightangles to the handle) as a weapon. Sickles do either Swing-2 Cuttingdamage (if the edge is used), or Swing-3, Impaling damage (limited to1d+1) if the point of the weapon is used. At the GM's option, they may also be used to trap weapons ordisarm a foe like a Sai/Jitte. A sickle weighs 2 lbs. and costs $25. Unless it is specifically designed for combat or is exceptionally rugged, it is likely to be a Cheap weapon. Source: Codex
Maneuvers
Speed Shooting (Hard) Bow-5 Prerequisite: Bow Cannot Exceed Bow+4
This is the skill of quickly drawing and nocking arrows and firing a bow quickly. It replaces the Fast Draw (Arrow) skill. A roll vs. skill allows you to draw an arrow from a quiver in "zero time" instantly readying it for nocking. A failed roll means that you have to ready the arrow at the normal rate of speed. If you miss your roll by 5 or more, you drop your arrow. On a critical failure, you drop 1d6 arrows or you drop the bow. Once your arrow is drawn roll vs. Speed Shooting to fire the bow faster. For every 3 points by which you make your roll, reduce the time to load and fire by 1 second (to a minimum of 1 second). This time can be further decreased if you were also able to "Fast Draw" your arrow. Failed rolls increase the time it takes to load the bow by an equivalent amount. A critical failure when fast-firing a bow means that the user either drops his arrow, his bow, or both. Note that you cannot aim while you are speed shooting! This skill allows a skilled archer to shoot arrows very quickly -one arrow per second in some cases. Source: Codex
Swordbreaker Defaults to Shortsword or Jitte/Sai-4 Prerequisite: Shortsword or Jitte/Sai Cannot exceed Shortsword or Jitte/Sai skill.
This is the skill of using a shortsword specifically designed totrap and break swords. A swordbreaker wielder can initiate a disarming orweapon breaking attempt by striking at the opponent's weapon with thedeclared intention to disarm. Also if he successfully Parries a blow, hecan immediately attempt another skill roll at -3 to skill. On a successfulroll he has trapped the blade. At this point the swordbreaker user caneither attempt to break the blade or disarm his foe. Roll a Quick Contest of Weapon Skills; the Swordbreaker user is at+2. If the swordbreaker wielder wins, the foe drops the weapon; if he winsby 5 or more, his opponent must roll for weapon breakage, as if the bladehad just parried a weapon 3 times heavier than itself. If he loses, thereis no special effect. If the swordbreaker wielder loses by 5 or more, heloses the swordbreaker. On a critical failure, the swordbreaker breaks! On any successful parry, by either opponent, the jitte wielder canimmediately try to disarm his opponent by twisting his weapon from hishand. Roll a Quick Contest of Weapon Skills, as above. Note that if the swordbreaker attempts to parry a weapon three times heavier than itself,it too much roll for weapon breakage! A weapon held in two hands is at +2 to resist the disarmingattempt. Note that a swordbreaker can only be used to disarm a foe armedwith a knife, sword, or fencing weapon. It is ineffective against other sorts of weapons. A swordbreaker costs $100 and weighs 3 lbs. It does damage as ashortsword when used offensively. Source: Codex.
Moving Reload(Average) Defaults to Bow-3
If the skill roll is successful the archer may load the bow while moving. Failure drops the arrow, critical failure drops the bow.
Running Shot(Hard) Defaults to Bow-12
Allows the archer to negate the penalty for firing while running.
Walking Shot(Hard) Defaults to Bow-6
Allows the archer to negate the penalty for firing while walking.