Example Combats
Melee
Close Combat
Ranged
GURPS
General
Tidbits
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Boxing/Normal Clothing VS.
Close Combat - Example One (discussion) (PDF)
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ST: | 12 | HP: | 12 | Size Modifier: 0 | |
DX: | 12 | Will: | 10 | Encumbrance: 0 (4 lbs.) | |
IQ: | 10 | Per: | 10 | Basic Speed: 6 | |
HT: | 12 | FP: | 12 | Basic Move: 6 | |
Thrust: 1d-1 | Swing: 1d+2 |
Dodge: 9 | Parry: 10 | Block: - |
Armor: Normal Clothing* (DR 0 arms, legs, torso, groin, 2 lbs.), Shoes* (DR 1 feet, 2 lbs.) [* flexible]
Punch: 1d cr., Reach: C (Boxing)
Kick: 1d-1 cr., Reach: C,1 (DX-2)
Skills: |
Boxing - 14 (DX+2) |
Ads/Disads: |
ST: | 10 | HP: | 10 | 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-2 | Swing: 1d |
Dodge: 9 | Parry: 11 | Block: - |
Armor: Normal Clothing* (DR 0 arms, legs, torso, groin, 2 lbs.), Shoes* (DR 1 feet, 2 lbs.) [* flexible]
Punch: 1d-2 cr., Reach: C (Brawling)
Kick: 1d-1 cr., Reach: C,1 (Brawling)
Skills: |
Brawling - 16 (DX+2) |
Ads/Disads: |
The characters' Basic Speeds are tied, so the higher DX goes first (Zach).
Uses his Step to move forward 1 hex into Arthur's hex, rolls 3d6 against his effective Brawling skill of 14 (-2 for kicking) and gets 11 - a possible hit. (Note that Zach doesn't have to enter Close Combat to kick, since a kick has reach "C, 1" - he simply chooses to.)
Rolls 3d6 twice against his effective Boxing skill of 11 (-3 for Shock) and gets 11 and 15 - one possible hit.
Rolls 3d6 against his effective Brawling skill of 15 (+4 for All-Out Attack (Determined), -5 for Hit Location: Face) and gets 13 - a hit (Arthur is unable to defend, as he chose to All-Out Attack).
Zach rolls 1d-2 for damage, and gets a total of 3.
As this was a hit to the Face sufficient to cause a Shock penalty, Arthur must check for Knockdown and Stunning (B420). He rolls 3d6 against his HT of 12 and gets 11 - he suffers no penalty beyond ordinary shock.
Rolls 3d6 against his effective Boxing skill of 11 (-3 for Shock) and gets 8 - a hit (Zach is unable to defend, as he chose to All-Out Attack).
Opted to strike at "whatever target presents itself" (B400), rolls 3d6 and gets 15, a hit to the Hand; he rolls another 1d6 and gets 2, indicating the Right Hand. He then rolls 1d+2 for damage (includes +2 bonus for Mighty Blows), and gets a total of 7.
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 11 - he falls down prone and suffers Stun.
Rolls 3d6 against his HT of 10 and gets 12 - he must choose to 'Do Nothing' again next turn.
Rolls 3d6 twice against his effective Boxing skill of 14 and gets 9 and 14 - two possible hits.
As this was a hit to the Face sufficient to cause a Shock penalty, Zach must check for Knockdown and Stunning (even though he is already prone and suffering Stun, because on a failure by 5 or more or a critical failure, he would fall immediately unconscious). He rolls 3d6 against his HT of 10 and gets 10 - he suffers no penalty beyond ordinary shock.
5 points of crushing basic damage to the Torso - 0 DR leaves 5 points of penetrating damage. Zach's HP are reduced to -2 and his shock penalty is raised to the max of -4.
He now has less than 1/3 his HP, so his Move and Dodge are halved.
At the start of this turn Zach rolls 3d6 against his HT of 10 to avoid falling unconscious from his wounds 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).