Example Combats
Melee
Close Combat
Ranged
GURPS
General
Tidbits
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Revolver, .44M/Ballistic Vest VS.
Ranged Combat - Example Three (discussion) (PDF)
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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: 1d-1 | 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 All-Out 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.