GURPS Combat arena

One-handed thrust, centre of mass, standard.

That’d be a roll vs Spear-16 to hit, then.

@discbot roll 3d6 /16 to hit with Spear

@nimelennar the 3d6 dice reads: 13 /16 to hit with Spear (5,4,4)

Okay; on target.

I try to Block, which would normally be an 11, but thanks to the Feint is a 1. Still a 3 or 4 always succeeds on defence, so…

@discbot roll 3d6

@Wanderfound the 3d6 dice reads: 11 (5,3,3)

Skewered.

The spear does 1d6 impaling, which has a wounding modifier of x2 on torso hits. So, 1d6x2 will be the damage.

@discbot roll 1d6 x 2 damage

@nimelennar the d6 dice reads: 2 x 2 damage

I’m now at 8HP, and I’ve got a -4 shock penalty this turn. Not enough for a Knockdown & Stun roll to be required, though.

I remain still (we’re at 1-hex range, facing each other; I assumed you stepped back out of close combat after the shield rush) and thrust with my sword at your torso.

It’s a roll vs Broadsword-15, reduced to 11 by the shock penalty, raised back to 15 by being a full Telegraphic Attack (+2 to defend, but you can’t defend due to your All-Out Attack…).

@discbot roll 3d6 vs 15 to hit

@Wanderfound the 3d6 dice reads: 10 vs 15 to hit (6,3,1)

You’ve got no defence, so we go straight to damage: 1d+1 x 2

@discbot roll 1d6 +1 x 2 damage

@Wanderfound the d6 dice reads: 6 +1 x 2 damage

Eeek; 14HP damage.

That puts you at -4HP. Your Move and Dodge are halved, and you need a HT roll each turn to remain conscious. You also need another HT roll this turn to avoid Knockdown & Stun.

@discbot Roll 3d6 / 10 for stun

@discbot Roll 3d6 / 10 for consciousness

@nimelennar the 3d6 dice reads: 7 / 10 for stun (1,3,3)

@nimelennar the 3d6 dice reads: 13 / 10 for consciousness (5,6,2)

Damn. I was counting on my hit to you doing more damage than that.

Plus, I was a bit confused by the terminology. My GM called Parry and Block ā€œActiveā€ defenses, as opposed to Dodge, which wasn’t. I thought I’d still be able to at least dodge at a penalty.

Ah well, live and learn.

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First rule of GURPS combat: never all-out attack if there’s any chance your opponent might get to hit back.

OTOH, that issue is exaggerated by using unarmoured fighters. When you’re loaded up with 12 DR worth of layered chain and plate, you can afford to be a bit more adventurous.

I might try to write up a few balanced armoured gladiators…

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New options!

(some of the equipment lists cut short to save space; they’ve all got identical armour suits of a full helm over a coif, medium plate breastplate and fine mail everywhere else)

Important rule if fighting armoured: you can target ā€œchinks in armourā€ at -8 on the torso, -10 everywhere else. Doing so halves armour DR; doing this with a Rondel Dagger (which already has its own armour divisor) would divide DR by 4. Thrusting for helmet eyeslits is -10; this completely negates DR, and gives a 4x damage brain hit after trashing the eye (1HP).

That -8 penalty is much easier to deal with when your foe is on his back and pinned; hence the late medieval focus on grappling and takedowns.

I’m interested in getting in on this, but I know I’m going to be unreliable for replies for the next few days. Later in the week, perhaps? I’ve been playing GURPS since the late 80’s, although I haven’t had many games with combat in the 4th edition system.

I’d like the quarter staff if my opponent is also unarmored, or the longsword otherwise.

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