Example Combats
Melee
Close Combat
Ranged
GURPS
General
Tidbits
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Greatsword/Mail Armor VS.
Melee Combat - Example Three (discussion) (PDF)
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ST: | 12 | HP: | 12 | Size Modifier: 0 | |
DX: | 14 | Will: | 10 | Encumbrance: 1 (50 lbs.) | |
IQ: | 10 | Per: | 10 | Basic Speed: 6.5 | |
HT: | 12 | FP: | 12 | Basic Move: 6 | |
Thrust: 1d-1 | Swing: 1d+2 |
Dodge: 8* | Parry: 13 | Block: - |
Armor: Mail Shirt* (DR 4/2**, 16 lbs.), Mail Sleeves* (DR 4/2**, 9 lbs.), Mail Leggings* (DR 4/2**, 15 lbs.), Boots* (DR 2 feet, 3 lbs.) [* flexible, ** use the lower DR against crushing damage]
Greatsword: 2d+1 cut (converted from 1d+5 cut, B269), Reach: 1,2; 1d+1 cr., Reach: 2; Parry: 0, ST: 12 (7 lbs.)
Skills: |
Fast Draw (Two-Handed Sword) - 14 (DX) Two-Handed Sword - 20 (DX+6) |
Ads/Disads: |
ST: | 14 | HP: | 14 | Size Modifier: 0 | |
DX: | 12 | Will: | 10 | Encumbrance: 1 (51 lbs.) | |
IQ: | 10 | Per: | 10 | Basic Speed: 6 | |
HT: | 12 | FP: | 12 | Basic Move: 6 | |
Thrust: 1d | Swing: 2d |
Dodge: 8* | Parry: 11 | Block: 10 |
Armor: Mail Shirt* (DR 4/2**, 16 lbs.), Mail Sleeves* (DR 4/2**, 9 lbs.), Mail Leggings* (DR 4/2**, 15 lbs.), Boots* (DR 2 feet, 3 lbs.) [* flexible, ** use the lower DR against crushing damage]
Light Shield: DB: 1, DR/HP: 5/20 (2 lbs.)
Morningstar: 2d+3 cr.; Reach: 1; Parry: 0U, ST: 12 (6 lbs.). Attempts to Parry Morningstars are -4, attempts to Block are -2 (B274)
Skills: |
Flail - 16 (DX+4) Shield - 14 (DX+2) |
Ads/Disads: | High Pain Threshold |
Once again, the opponents face one another in a gladiatorial arena - they begin 5 yards apart.
Arthur has the higher Basic Speed, so he goes first.
Maneuver: Move and Attack (cut, Zach)
Spends 5 Movement Points (MP) to move forward 5 hexes, rolls 3d6 against his effective Two-Handed Sword skill of 9 (-4 for Move and Attack, maximum skill for Move and Attack is 9) and gets 15 - a miss. (Note that Arthur's weapon has a reach of 2 - he would have been better off leaving 1 hex between himself and Zach, as he could then reach Zach, but Zach couldn't reach him without moving.)
Arthur lowers his skill with Deceptive Attack by -6 to inflict a -3 penalty to defense on Zach if he hits. He rolls 3d6 against his effective skill of 14 (-6 for Deceptive Attack) and gets 14 - a possible hit.
Rolls 3d6 against his effective Block of 8 (+1 for Shield, -3 for Deceptive Attack) and gets 4 - a Critical Success.
Rolls 3d6 twice against his Flail skill of 14 and gets 11 and 15 - one possible hit.
Spends 1 FP to choose Mighty Blows for +2 damage if he hits, then uses his Step to move forward 1 hex. Rolls 3d6 against his Flail skill of 14 and gets 11 - a possible hit.
Rolls 3d6 twice against his effective Two-Handed Sword skill of 13 (-7 for Hit Location) and gets 10 and 14 - two possible hits (a miss by 1 to the Skull hits the Torso instead).
As this is a Major Wound (more than 1/2 HP injury from a single blow), Zach must check for Knockdown and Stunning (B420). He rolls 3d6 against his effective HT of 15 (+3 for High Pain Threshold) and gets 18, a critical failure - he immediately falls down unconscious.
Assuming no one administers First Aid, Zach may continue bleeding from his wounds (optional, Bleeding, B420). After 1 minute, he rolls 3d6 against his effective HT of 11 (-1 per 5 HP lost) and gets 14 - he loses an additional 1 HP, bringing his current HP to 4. After 1 more minute, he rolls 3d6 against his effective HT of 10 (-1 per 5 HP lost) and gets 9 - he does not bleed this minute. He succeeds on his next two rolls against his effective HT of 10, and stops bleeding.
He will awaken after 11 more minutes, and can stumble off to seek medical attention.