Example Combats
Melee
Close Combat
Ranged
GURPS
General
Tidbits
|
Thrusting Broadsword/Leather Armor VS.
Close Combat - Example Four (discussion) (PDF)
|
ST: | 12 | HP: | 12 | Size Modifier: 0 | |
DX: | 10 | Will: | 10 | Encumbrance: 0 (23 lbs.) | |
IQ: | 10 | Per: | 10 | Basic Speed: 5.5 | |
HT: | 12 | FP: | 12 | Basic Move: 5 | |
Thrust: 1d-1 | Swing: 1d+2 |
Dodge: 8 | Parry: 11 | Block: - |
Armor: Leather Armor (DR 2 torso, groin, 10 lbs.), Heavy Leather Sleeves (DR 2 arms, 2 lbs.), Heavy Leather Leggings (DR 2 legs, 4 lbs.), Boots* (DR 2 feet, 3 lbs.) [* flexible]
Thrusting Broadsword: 1d+3 cut/1d+1 imp; Reach: 1; Parry: 0, ST: 10 (3 lbs.)
Large Knife: 1d cut/1d-1 imp; Reach: C, 1; Parry: -1, ST: 6 (1 lbs.)
Skills: |
Broadsword - 16 (DX+6) Knife - 16 (DX+6) |
Ads/Disads: |
ST: | 14 | HP: | 14 | Size Modifier: 0 | |
DX: | 14 | Will: | 10 | Encumbrance: 0 (4 lbs.) | |
IQ: | 10 | Per: | 10 | Basic Speed: 6 | |
HT: | 10 | FP: | 10 | Basic Move: 6 | |
Thrust: 1d | Swing: 2d |
Dodge: 10* | Parry: 13* | Block: - |
Armor: Normal Clothing* (DR 0 arms, legs, torso, groin, 2 lbs.), Shoes* (DR 1 feet, 2 lbs.) [* flexible]
Punch: 1d+1 cr., Reach: C (Karate)
Kick: 1d+2 cr., Reach: C,1 (Karate)
Skills: |
Karate - 18 (DX+4) |
Ads/Disads: | Combat Reflexes |
The opponents still face one another in a gladiatorial arena, one unarmed and unarmored, the other armed with a thrusting broadsword and wearing leather armor. They start the contest one yard apart.
Zach has the higher Basic Speed, so he goes first.
Uses his Step to move forward 1 hex, rolls 3d6 twice against his effective Karate skill of 11 (-5 for Hit Location: Face, -2 for Kick) and gets 11 and 8 - two possible hits.
Rolls 3d6 against his effective Karate skill of 10 (-4 to hit a weapon of reach 1, -2 for Disarm, -2 for Kick) and gets 7 - a possible hit. (Note that Zach does not need to move forward for this attempt, as Arthur's Reach 1 weapon is considered to be "in the user's hex, and in the hex directly in front of him", B400.)
Arthur rolls 1d+3 for damage and gets a total of 7. (As Zach didn't specify which leg he was attacking with, he rolls randomly as one would for a hand or foot: 1-3 is right, 4-6 is left. He rolls a 2, so this is a hit to the Right Leg).
Zach's Right Leg is now Crippled - he falls down Prone, and temporarily has the Lame (Missing Legs) disadvantage (B141), giving -6 to any skill that requires the use of his legs and reducing his Basic Move to 2. Note that this does not affect his Dodge, which is Basic Speed +3 (not Basic Move - B17). It does affect his Parry though - his new Karate skill is 18 - 6 = 12; Parry is half skill +3, so 9 in this case, +1 for Combat Reflexes. Zach's new unarmed Parry is 10.
As "any crippling injury is also a major wound", Zach must check for Knockdown and Stunning. He rolls 3d6 against his HT of 10 and gets 10 - he suffers no further penalty beyond ordinary shock.
Uses his Step to move forward 1 hex, rolls 3d6 against his effective Broadsword skill of 13 (-3 for Hit Location: Vitals) and gets 11 - a possible hit.
Opts to spend 1 FP to choose Mighty Blows. Uses his Step to move forward 1 hex and change facing (B386), then rolls 3d6 against his Broadsword skill of 16 and gets 10 - a possible hit.
As this is a Major Wound (more than 1/2 HP injury from a single blow), Zach must check for Knockdown and Stunning. He rolls 3d6 against his HT of 10 and gets 11 - he falls down prone and suffers Stun.
He also has less than 1/3 his HP, so his Move and Dodge are halved.
As he is below 0 HP, Zach rolls 3d6 against his HT of 10 to avoid falling unconscious and fails with a 12 - he immediately collapses into unconsciousness.
Since the combat did not last longer than 10 seconds, Arthur does not lose any Fatigue Points (B426).