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Old 11-09-2015, 02:49 PM   #4
Bibiribobiri
 
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Join Date: Jan 2011
Location: Brasil
Default Re: New GURPS Hardcore Battle system (fan made)

Combat Example 8: After a long time Tom and Jerry meet again. Tom (ST19, DX9, high pain threshold) is using a large roman Scrutum (skill 12, DB 3), an Axe (skill 12, PP 2) and a 4 DR mail. Jerry (now with ST12 and DX13, ambidexterity, combat reflexes) is using two short swords (skill 17, PP 1) and a 2 DR mail.

Both start the combat within reach and with no PP or BP.

J1) Jerry starts by making multiple attacks:
A1 main hand: He gets 2 PP and performs a telegraphic attack to Tom’s neck with effective skill of 17-2-5+4 = 14. He rolls a 11 making it a possible hit. Note that rolling 12-14 would have hit the shield since DB now penalizes attack roll (this passive protection would work even if Tom was unaware of the attack).
Tom tries a block with effective skill of 9+3+2=14. He succeeds with an 10 getting an instantaneous extra DR of 1 (= margin not counting shield DB) to a total of 4+1=5 shield DR. Tom gets 2 PP.
Jerry rolls damage to shield with Thurst+1=1d and gets a 5, dealing no damage to the shield.

A2 off hand: He gets 2 PP and performs a telegraphic swing attack to Tom’s torso with effective skill of 17-4+4 = 17. He scores with a 14, barely missing Tom’s shield (due to DB 3, a 15-17 roll would hit the shield).
If Tom was to use his shield again he would get 2*2 PP from blocking a second time.
He decides to dodge and retreat with an 11 (= (DX/3+3) – (PP/3 (rounded down)) + (telegraphic attack bonus) + 3 (retreat bonus)) and get no additional PP.
Then Tom rolls an 11 barely escaping the blow.


A3 main hand: He gets additional 2*2 PP and performs a telegraphic swing attack to Tom’s torso with effective skill of 17-8+4 = 13. He scores with a 10, barely missing Tom’s shield again.
Tom could try one of the following:
- to block again with a 13 ((Skill/2+3) + (DB) –(PP/2 (rounded down)) + (telegraphic attack bonus)) and get additional 2*2=4 PP or,
- to parry with 10 ((Skill/2+3) – (PP/2 (rounded down)) +2 (telegraphic attack bonus)) and get 1 PP or,
- to dodge with a 7 ((DX/3+3) – (PP/3 (rounded down)) +2 (telegraphic attack bonus) -1 (second dodge)) and get additional 1 PP.

He chooses the second option.
He decides to parry with his axe for a roll of 10.
Tom gets an 11 and fails the parry. Now he gets 1 PP.
Jerry rolls 1d+2 damage and gets an 6. Subtracting Tom’s DR of 4, Tom takes 3 points of damage.

T1) Tom removes 1 PP and start its turn with 2 PP. He can opt to attack while Jerry has PP/2=4 penalty to his parry or PP/3=2 penalty to his dodge. He takes this opportunity to perform two all out attack fast.
A1: A swing with 12-2=10. Note that he gets no additional PP due to all-out attack fast (these 2 are leftovers from previous defenses).
He rolls an 11 and misses.

A2: Tom gets +2 PP and performs a telegraphic swing with 12-4+4=12. He succeeds in his attack with a 12.
Jerry performs an acrobatic dodge and retreat. He passes his acrobatics test and rolls for a dodge of 13 ((DX/3+3) – (PP/3 (rounded down)) +2 (telegraphic attack bonus)+ 2 (acrobatic bonus) + 3 (retreat bonus) + 1 (combat reflexes)).
He rolls for a 10 and passes. He gets no PP for his first dodge

J2) In the start of Jerry’s turn he removes 2 PP (one free and one due to his high DX). Now he has 6 PP. He takes a wait maneuver and removes DX/3=4 PP, finishing with 2 PP.

T2) Tom starts his turn with 4-1=3 PP. He takes a wait maneuver and ends his turn with 0 PP.

J3) Jerry start his turn with 2-2=0 PP...
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[HR] Tactical Combat Overhaul: house rules for adding depth to attack speed mechanics

Last edited by Bibiribobiri; 08-06-2020 at 04:02 PM. Reason: Corrections in numbers used in examples
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