Example Combats
Melee
Close Combat
Ranged
GURPS
General
Tidbits

Judo/Normal Clothing VS.
Close Combat  Example Two (discussion) (PDF)

ST:  12  HP:  12  Size Modifier: 0  
DX:  16  Will:  10  Encumbrance: 0 (4 lbs.)  
IQ:  10  Per:  10  Basic Speed: 6.5  
HT:  10  FP:  10  Basic Move: 6  
Thrust: 1d1  Swing: 1d+2 
Dodge: 9  Parry: 13  Block:  
Armor: Normal Clothing* (DR 0 arms, legs, torso, groin, 2 lbs.), Shoes* (DR 1 feet, 2 lbs.) [* flexible]
Punch: 1d2 cr., Reach: C (DX)
Kick: 1d1 cr., Reach: C,1 (DX2)
Skills: 
Judo  20 (DX+4) 
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 
Arthur has the higher Basic Speed, so he goes first.
Opts to spend 1 FP to choose Mighty Blows. Uses his Step to move forward 1 hex, turn is immediately interrupted by Arthur's "Wait (Attack)" maneuver.
Rolls 3d6 against his effective Karate skill of 13 (3 for Hit Location: Groin, 2 for Kick) and gets 13  a possible hit.
Arthur lowers his skill with Deceptive Attack by 4 to inflict a 2 penalty to defense on Zach if he hits. Rolls 3d6 against his effective Judo skill of 16 and gets 16  a possible hit. (Note there's really no good reason to not use a Deceptive Attack any time your effective skill is over 16, since a roll of 17 or 18 is always going to fail or critically fail.)
Opts to spend 1 FP to choose Mighty Blows. Rolls 3d6 against his effective Karate skill of 11 (5 for Hit Location: Face, 2 for Kick) and gets 11  a possible hit.
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 10  he suffers no penalty beyond ordinary shock.
Arthur lowers his skill with Deceptive Attack by 4 to inflict a 2 penalty to defense on Zach if he hits. Rolls 3d6 against his effective Judo skill of 12 (4 for Shock, 4 for Deceptive Attack) and gets 8  a possible hit.
Rolls 3d6 against his effective Karate skill of 13 (5 for Hit Location: Face, 2 for Kick) and gets 15  a miss. As this is a kick, he rolls 3d6 against his DX of 14 to avoid falling down  he gets 13 and keeps his footing (B274).
Arthur lowers his skill with Deceptive Attack by 6 to inflict a 3 penalty to defense on Zach if he hits. Rolls 3d6 against his effective Judo skill of 14 (6 for Deceptive Attack) and gets 13  a possible hit.
Rolls 3d6 against his effective Karate skill of 12 (4 for being Grappled, 2 for Kick) and gets 11  a possible hit.
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 Judo skill of 14 (6 for Deceptive Attack) and gets 12  a possible hit.
Zach is thrown to the ground and is prone, occupying the two hexes as shown in the diagram (Arthur's choice). He rolls 3d6 against his HT of 10 to avoid being stunned and gets 12  he is now suffering from Stun. He is still grappled (though Basic doesn't address this one way or the other, Martial Arts p. 75 states that the grapple is only lost if the throw is a critical failure).
Rolls 3d6 against his HT of 10 and gets 10  he may act normally on his next turn.
As Zach is no longer suffering Stun, Arthur lets go with one hand (he is still Grappling) so he can Parry if needed. Rolls 3d6 against his Kick skill of 14 (DX2) and gets 15  a miss. As this is a kick, he rolls 3d6 against his DX of 16 to avoid falling down  he gets 11 and keeps his footing.
Rolls 3d6 against his effective Karate skill of 9 (+4 for AllOut Attack (Determined), 5 for Hit Location: Face, 4 for being Grappled, 4 for being Prone) and gets 9  a possible hit.
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 12  a failure. He falls down prone and suffers Stun; he is also no longer grappling Zach (due to the Knockdown, B420: "if you were holding anything, you drop it").
He now also has less than 1/3 his HP, so his Move and Dodge are halved.
Rolls 3d6 against his HT of 10 and gets 11  he must choose to 'Do Nothing' again next turn.
Rolls 3d6 against his HT of 10 and gets 14  he must choose to 'Do Nothing' again next turn.
Uses his Step to change posture from kneeling to standing. Rolls 3d6 twice against his effective Karate skill of 13 (5 for Hit Location: Face) and gets 10 and 12  two possible hits.
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 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 8 (his Shock penalty is already at the max 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 12  he suffers Stun (he is already Prone).
At the start of this turn Arthur rolls 3d6 against his HT of 10 to avoid falling unconscious from his wounds 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 more Fatigue Points (B426).