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: 1d1  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/1d1 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: 13 is right, 46 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).