GURPS Combat arena

One-handed thrust, centre of mass, standard.

Thatā€™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, soā€¦

@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

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

I remain still (weā€™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.

Itā€™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 canā€™t defend due to your All-Out Attackā€¦).

@discbot roll 3d6 vs 15 to hit

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

Youā€™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 wasnā€™t. I thought Iā€™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 thereā€™s any chance your opponent might get to hit back.

OTOH, that issue is exaggerated by using unarmoured fighters. When youā€™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 gladiatorsā€¦

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New options!

(some of the equipment lists cut short to save space; theyā€™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.

Iā€™m interested in getting in on this, but I know Iā€™m going to be unreliable for replies for the next few days. Later in the week, perhaps? Iā€™ve been playing GURPS since the late 80ā€™s, although I havenā€™t had many games with combat in the 4th edition system.

Iā€™d like the quarter staff if my opponent is also unarmored, or the longsword otherwise.

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