The Mook.Net Logo
Blog RPGs Home

Example Combats

Melee

Close Combat

Ranged

GURPS

General

Tidbits

Thrusting Broadsword/Leather Armor VS.
Mace/Leather Armor

BASIC
Melee Combat - Example Two (discussion) (PDF)

Differences from the Full Options Example:

  • No Flexible Armor and Blunt Trauma (B379).
  • No Hit Locations - all hits are to the torso (B398).
  • No Movement Points (B387).
  • No Crippling or Knockdown and Stunning (B420) in Turn Three.
  • No check for Fatigue Loss (B426) after the battle.
  • No Bleeding (B420) after the battle.

Arthur Green

ST: 12 HP: 12 Size Modifier: 0
DX: 10 Will: 10 Encumbrance: 0 (22 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: 10 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.)
Thrusting Broadsword: 1d+3 cut/1d+1 imp; Reach: 1; Parry: 0, ST: 10 (3 lbs.)

Skills: Broadsword - 14 (DX+4)
Ads/Disads:


Zach Red

ST: 12 HP: 12 Size Modifier: 0
DX: 12 Will: 10 Encumbrance: 0 (24 lbs.)
IQ: 10 Per: 10 Basic Speed: 5.5
HT: 10 FP: 10 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.)
Mace: 2d+1 cr. (converted from 1d+5 cr., B269); Reach: 1; Parry: 0U, ST: 12 (5 lbs.)

Skills: Axe/Mace - 16 (DX+4)
Ads/Disads:


This example is a little more involved than Example One, but still fairly basic - the skills and armor/weapons are a bit improved, and a few additional options are used.

The opponents again face one another in a gladiatorial arena, though this time they are 2 yards apart to begin.

The characters' Basic Speeds are tied, so the higher DX goes first (Zach).


TURN ONE
Zach Red HP: 12
Maneuver: Ready (mace)

Arthur Green HP: 12
Maneuver: Ready (broadsword)


TURN TWO
Zach Red HP: 12
Maneuver: Wait, Attack ("I will attack with my mace the first enemy to step into range.")
Arthur Green HP: 12
Maneuver: All-Out Attack (Determined) (cut, Zach)

Moves forward 2 hexes, turn is immediately interrupted by Zach's "Wait (Attack)" maneuver.

Zach Red HP: 12

Rolls 3d6 against his Axe/Mace skill of 16 and gets 15 - a hit (Arthur is unable to defend, as he is doing an All-Out Attack).

Not using Hit Locations, so all attacks default to the Torso (B369). Zach rolls 2d+1 for damage and gets a total of 7.

Arthur Green HP: 7, Shock: -4
7 points of crushing basic damage to the Torso - 2 DR leaves 5 points of penetrating damage. Arthur's HP are reduced to 7 and he has a shock penalty of -4. He now finishes his interrupted All-Out Attack (Determined).

Arthur Green HP: 7, Shock: -4
Maneuver: All-Out Attack (Determined) (cut, Zach)

Arthur rolls 3d6 against his effective Broadsword skill of 14 (-4 for Shock, +4 for All-Out Attack (Determined)) and gets 9 - a possible hit.

Zach Red HP: 12
Rolls 3d6 against his Dodge of 8 and gets 12 - he fails to Dodge.
Arthur Green HP: 7, Shock: -4
Rolls 1d+3 for damage and gets a total of 6.
Zach Red HP: 6, Shock: -4
6 points of cutting basic damage to the Torso - 2 DR leaves 4 points of penetrating damage. 4 points x the 1.5 wounding modifier for cutting damage = 6 points of damage. Zach's HP are reduced to 6 and he has a shock penalty of -4.

TURN THREE
Zach Red HP: 6, Shock: -4
Maneuver: Attack (Arthur)

Rolls 3d6 against his effective Axe/Mace skill of 12 (-4 for Shock) and gets 13 - a miss.

Arthur Green HP: 7
Maneuver: All-Out Attack (Determined) (cut, Zach)

Rolls 3d6 against his effective Broadsword skill of 18 (+4 for All-Out Attack (Determined)) and gets 11 - a possible hit.

Zach Red HP: 6, Shock: -4
Rolls 3d6 against his Dodge of 8 and gets 10 - he fails to Dodge.
Arthur Green HP: 7
Rolls 1d+3 for damage and gets a total of 5.
Zach Red HP: 2, Shock: -4
5 points of cutting basic damage to the Torso - 2 DR leaves 3 points of penetrating damage. 3 points x the 1.5 wounding modifier for cutting damage = 4.5, rounded down to 4. Zach's HP are reduced to 2 and he again has a shock penalty of -4.

As he now has less than 1/3 his HP, his Move and Dodge are also halved.


TURN FOUR
Zach Red HP: 2, Shock: -4
Maneuver: Attack (Arthur)

Rolls 3d6 against his effective Axe/Mace skill of 12 (-4 for Shock) and gets 15 - a miss.

Arthur Green HP: 7
Maneuver: All-Out Attack (Double) (cut, Zach)

Rolls 3d6 twice against his Broadsword skill of 14 and gets 13 and 10 - two possible hits.

Zach Red HP: 2, Shock: -4
Rolls 3d6 twice against his effective Dodge of 4 (1/2 Dodge for having fewer than 1/3 HP) and gets 7 and 11 - he fails to Dodge both times.
Arthur Green HP: 7
Rolls 1d+3 twice for damage and gets totals of 7 and 5.
Zach Red HP: -9, Shock: -4
7 points of cutting basic damage to the Torso - 2 DR leaves 5 points of penetrating damage. 5 points x the 1.5 wounding modifier for cutting damage = 7.5, rounded down to 7 points of damage. Zach's HP are reduced to -5 and he has a shock penalty of -4.

5 points of cutting basic damage to the Torso - 2 DR leaves 3 points of penetrating damage. 3 points x the 1.5 wounding modifier for cutting damage = 4.5, rounded down to 4 points of damage. Zach's HP are further reduced to -9.

TURN FIVE

Zach Red HP: -9, Shock: -4
Maneuver: n/a

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.

At this point 'combat time' has ended, as Zach is unable to defend himself - Zach can roll against his HT in one hour to see if he awakens (B423).

The safest road to Hell is the gradual one-- the gentle slope, soft underfoot, without sudden turnings, without milestones, without signposts.
-- C. S. Lewis