There is actually one All-Out Attack option (in GURPS Martial Arts) that could reach from there…
All-Out Attack (Long) This is a fifth All-Out Attack option for melee combat. It represents a full extension jump or lunge. It gives the fighter an extra yard of reach; e.g., he could use a shortsword, which normally has a reach of 1 yard, to strike somebody 2 yards away. All-Out Attack (Long) has no effect on the attack roll. For thrusting attacks, there’s no effect on damage, either. Swinging attacks are more awkward, and at -2 damage or -1 damage per die, whichever is worse. As usual for All-Out Attack, the attacker may move up to half his Move forward before attacking. This makes it possible to simulate balestras and similar gap-closing moves. Even without movement, this maneuver can be useful for leaning over or under a barrier, or over a fighter who’s kneeling, sitting, or lying down. However, the extra reach can’t be used to attack past a crouching or standing fighter – through his hex, in tactical combat – as his body would get in the way of the extended arm and foot. The attacker may opt to end this maneuver in a crouch, which represents a sprawling lunge with a hand on the floor for support (often termed a “floor lunge”). He cannot support himself with a hand that’s holding the weapon used to attack; thus, two-armed beings with two-handed weapons can’t drop to a crouch. The supporting hand need not be empty – it can hold a shield, second weapon, etc. This crouch calls for a DX roll. Failure means the fighter ends up kneeling instead; critical failure means he falls down.
…but I’m not doing that, so don’t worry.
I’m doing an Evaluate maneuver, stepping away and turning to face you.
One step forward; also Evaluating.
One step back, Evaluate for a second turn.
Step forward and Evaluate
Step back and Evaluate for a third turn (Evaluate bonus now at maximum, +3).
Step forward and Evaluate (Evaluate maxed out at +3)
LEEROY JENKINS!!!
Four-hex shield rush. Basic to hit is Shield-13, increased to 16 by the Evaluate bonus, reduced to 14 by making it a partial Deceptive Attack (-1 to defend).
@discbot roll 3d6
discbot
September 3, 2016, 4:07am
88
@Wanderfound the 3d6 dice reads: 14 (6,5,3)
Hit!
(just)
You can Parry, Block or Dodge, although a Parry might break your spear. If you retreat (move back one hex), you get a +3 to Dodge and a +1 to Parry or Block. You could also Sidestep (retreat to the side instead of back) at the cost of reducing the retreat bonus by one, or Slip (“retreat” forwards; you can only move closer to your opponent with this, not past him) at the cost of reducing the bonus by two.
Your defence roll is also penalised by -1 due to the Deceptive Attack.
Take a step back and dodge.
12+3-1=14
@discbot roll 3d6 / 14 for dodging the shield rush
discbot
September 3, 2016, 4:13am
91
@nimelennar the 3d6 dice reads: 12 / 14 for dodging the shield rush (2,6,4)
You’ve actually got Dodge-11…
(so 11+3-1=13)
Sorry, I confused it with Block. So 13, instead of 14. 12 still should be under.
Yup, just dodged it.
As you dodged the rush, my movement continues forwards until I run out of movement points…which puts us both in the same hex, face-to-face in close combat, one hex “Northeast” of the last shown map.
I can’t parry or retreat due to my Move and Attack, but my defences are otherwise intact. You’ve still got your +3 Evaluate bonus.
I do an All-Out Attack: Feint & Attack.
That’s bold…
The Evaluate bonus applies to the Feint; we roll a Quick Contest of weapon skills, with my Broadsword-15 against your effective Spear-19. Then:
If you fail your roll, your Feint is unsuccessful. Likewise, if you succeed, but your foe succeeds by as much as or more than you do, your Feint fails. If you make your roll, and your foe fails, subtract your margin of success from the foe’s active defense if you attack him with Attack, All-Out Attack, or Move and Attack on your next turn. For instance, if your skill is 15 and you roll a 12, your foe defends against you at -3 next turn. If you and your foe both succeed, but you succeed by more, subtract your margin of victory from the foe’s defense. For instance, if your skill is 15 and you roll a 10 (success by 5), and your foe’s skill is 14 and he rolls 12 (success by 2), you win by 3, so he will defend at -3 if your next maneuver is to attack him.
So, rolling for my response to your feint: @discbot roll 3d6
discbot
September 3, 2016, 4:24am
97
@Wanderfound the 3d6 dice reads: 13 (6,3,4)
@discbot Roll 3d6 for Feint
discbot
September 3, 2016, 4:25am
99
@nimelennar the 3d6 dice reads: 7 for Feint (2,3,2)
Ouch.
That gives me a -10 on my defences.
What sort of attack are you making? At what target, deceptive or telegraphic or standard?