Example Combats
Melee
Close Combat
Ranged
GURPS
General
Tidbits
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Thrusting Broadsword/Leather Armor VS.
Close Combat - Example Three (discussion) (PDF)
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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 |
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 10 - two possible hits.
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 10 and gets 9 - he suffers no penalty beyond ordinary Shock.
5 points of crushing basic damage to the Face - 0 DR leaves 5 points of penetrating damage. Arthur's HP are further reduced to 4, and his Shock penalty is increased to the maximum of -4.
As this was a hit to the Face sufficient to cause a Shock penalty, Arthur must check for Knockdown and Stunning. He rolls 3d6 against his HT of 10 and gets 10 - he suffers no penalty beyond ordinary Shock.
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 10 - a possible hit. (Note that it is legal to attempt a disarm immediately following a Ready maneuver.)
Arthur loses the Quick Contest - the GM rolls 1d6 to determine the direction his weapon flies (B414) and gets 5, then places the disarmed weapon on the map.
Uses his Step to move forward 1 hex into Arthur's hex, rolls 3d6 against his effective Karate skill of 13 (-3 for Hit Location: Vitals, -2 for Lethal Strike) and gets 12 - a possible hit.
As this is a Major Wound (more than 1/2 HP injury from a single blow), Arthur must check for Knockdown and Stunning (B420). He rolls 3d6 against his effective HT of 7 (-5 for Hit Location: Vitals) and gets 10 - 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, Arthur rolls 3d6 against his HT of 12 to avoid falling unconscious and fails with a 13 - he immediately collapses into unconsciousness.
Since the combat did not last longer than 10 seconds, Zach does not lose any Fatigue Points (B426).