Example Combats
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Ranged
GURPS
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Tidbits

Revolver, .44M/Ballistic Vest VS.
Ranged Combat  Example Three (discussion) (PDF)

ST:  12  HP:  12  Size Modifier: 0  
DX:  14  Will:  10  Encumbrance: 0 (9.25 lbs.)  
IQ:  10  Per:  10  Basic Speed: 6  
HT:  10  FP:  10  Basic Move: 6  
Thrust: 1d1  Swing: 1d+2 
Dodge: 9  Parry:   Block:  
Armor: Normal Clothing* (DR 0 arms, legs, torso, groin, 2 lbs.), Shoes* (DR 1 feet, 2 lbs.), Ballistic Vest (DR 8/2* ** torso, 2 lbs.) [* flexible, ** use the higher DR against piercing and cutting damage]
Revolver, 44M: 3d pi+; Acc: 2; Range: 200/2500; RoF: 3; Shots: 6(3i); ST: 11; Bulk: 3; Rcl: 4 (3.25 lbs.)
Skills:  Guns (Pistol)  18 (DX+4) 
Ads/Disads: 
ST:  14  HP:  14  Size Modifier: 0  
DX:  12  Will:  10  Encumbrance: 0 (7.9 lbs.)  
IQ:  10  Per:  10  Basic Speed: 5.5  
HT:  10  FP:  10  Basic Move: 5  
Thrust: 1d  Swing: 2d 
Dodge: 8  Parry:   Block:  
Armor: Normal Clothing* (DR 0 arms, legs, torso, groin, 2 lbs.), Shoes* (DR 1 feet, 2 lbs.) [* flexible]
PDW, 4.6mm: 4d+1 pi; Acc: 3; Range: 200/2000; RoF: 15; Shots: 20+1(3); ST: 7; Bulk: 3; Rcl: 2 (3.9 lbs.)
Skills:  Guns (SMG)  16 (DX+4) 
Ads/Disads: 
Arthur has the higher Basic Speed, so he goes first.
Rolls 3d6 against his effective Guns (Pistol) skill of 13 (5 for 15 yard range) and gets 8  two possible hits (1 extra hit for every full multiple of weapon Recoil [4] by which the attack roll succeeds).
Rolls 3d6 against his effective Guns (SMG) skill of 14 (5 for 15 yard range, +3 for 15 shots) and gets 9  three possible hits (1 extra hit for every full multiple of weapon Recoil [2] by which the attack roll succeeds).
Rolls 3d6 against his effective Guns (SMG) skill of 10 (5 for 15 yard range, 2 for target being Prone, +1 for 6 shots) and gets 14  all shots miss.
Rolls 3d6 against his effective Guns (Pistol) skill of 14 (5 for 15 yard range, 3 for Hit Location: Vitals, +1 for AllOut Attack (Determined), +1 for bracing [using two hands], +2 for Accuracy) and gets 11  one possible hit.
As he is below 1 x HP, Zach immediately rolls 3d6 against his HT of 10 to avoid dying and gets 9  he is still alive.
This was also a Major Wound (more than 1/2 HP injury from a single blow), so Zach must check for Knockdown and Stunning (B420) (even if it weren't enough damage for a Major Wound, it would still require a check for Knockdown and Stunning since it's an attack to the Vitals that caused a Shock penalty). He rolls 3d6 against his effective HT of 5 (5 for Hit Location: Vitals) and gets 9  he drops his weapon, falls down prone, and suffers Stun.
He also has less than 1/3 his HP, so his Move and Dodge are halved.
Rolls 3d6 against his effective HT of 9 (1 per full multiple of HP below zero) to avoid unconsciousness and gets 11  Zach loses consciousness.
Assuming no one administers First Aid, Zach may continue bleeding from his wounds (optional, B420). After 1 minute, he rolls 3d6 against his effective HT of 3 (1 per 5 HP lost, so 7) and gets 8  he loses an additional 1 HP, bringing his current HP to 23.
Over the course of the next 5 minutes he fails 5 more rolls against his effective HT of 3, losing 5 more HP and bringing his current HP to 28. As this is his 2 x HP threshold, he must make another HT roll to avoid death  Zach rolls 3d6 against his HT of 10 and gets 11.
Zach has bled out and died from his wound.