12-28-2011, 12:44 PM | #11 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
Kromm's Armed Interdiction technique allows you to make attacks against someone who moves past you within reach of your weapon. It defaults to Parry-2 so you can make as many armed interdictions per turn as your skill will allow.
It's loosely based on the Trip technique (p. MA81) which also allows you to intercept people who move past you. |
12-28-2011, 12:51 PM | #12 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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12-28-2011, 01:00 PM | #13 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
Vicky, Vicky, Vicky... how could you forget Sacrificial Parry? Along with Shield Wall Training, it's the bread and butter of a GURPS tank. In fact, a character dual wielding fencing weapons with Weapon Master can parry an absurd number of attacks. If such weapons are reach 2, he can protect anyone in a 5 yard diameter circle.
Also, Edged Rapiers (a fencing weapon with reach 2 and swing capabilities) coupled with Weapon Master and ST 13 allow them to present a reasonable threat. IME, tanks in DF take either this route (the Swashbuckler build) or the heavy armor and shield route (the Knight build). Two handed weapons are only viable if you use the rules in MH that halve the multiple parry penalty with them. That is, unless it's the Zweihander. |
12-28-2011, 01:18 PM | #14 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Uh, MA too. |
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12-28-2011, 01:28 PM | #15 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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EDIT: also, even if the reduced parry penalties for two handed weapons, dual edged rapiers comes ahead once you start raining attacks: Assuming Skill 16, combat reflexes, and off hand weapon training for the rapier: Parry sequence Staff: 14/12/10/8/6/4 Dual Rapiers: 12/12/10/10/8/8/6/6/4/4 Last edited by Kuroshima; 12-28-2011 at 01:32 PM. |
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12-28-2011, 01:38 PM | #16 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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12-28-2011, 01:48 PM | #17 | |||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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There really isn't that much benefit to this. I can already take a Wait, and then use my attacks later. And honestly, the rules say Quote:
I could certainly do a Wait, and then when that Wait is triggered, Attack and use my extra attack on the person who triggered the Wait. If another bad guy is next to him, I can attack the first guy and then the second guy after the Wait is triggered. So really, the real trip here is that you may only select one maneuver per turn without ATR. Wait, Attack, etc. are maneuvers . . . but so is Feint. That makes what I'm trying to do more akin to Rapid Strike (two attacks, against different foes) but spaced through your turn, perhaps. Or just saying that a turn is a full second long, and that you may Attack anyone in your reach during your turn, even with Extra Attack, subject to normal restrictions (see below). Quote:
The only thing this does is allow you to apply the rules for Multiple Targets (Martial Arts, pp. 127-128) to any foes who enter your reachable area during your turn (rather than who are already there at its beginning), and given that you have to "waste" an attack if the targets aren't in adjacent hexes, it means it's VERY specific in only allowing this on a target that enters the hex immediately left or right of your current foe. Even THEN, if he's entering that hex and it's a SIDE hex, you can only attack it with a Wild Swing. So no, it's not overpowered. I still acknowledge that it's not strictly rules-legal at the moment, for reasons above. Kromm's Armed Interdiction says that such a thing is cinematically possible. And "cinematic" doesn't mean "can't happen in the real world." It means "worthy of the movies," which focus on larger-than-life exploits, some of which are unlikely or difficult, but doable. This use of Extra Attack in a limited circumstance (you can Wait to use it, but rules for facing still apply, as do the rules for Multiple Targets) is so comparatively trivial that I'd still allow it as-is. The only thing I could see doing otherwise would be tweaking/borrowing the Rapid Strike rules, and saying that you can/must do Rapid Strike on the Extra Attack to guard for this sort of thing. The first -6 is "wasted" on an empty hex, but that allows you to attack any enemy that enters any hex but your rear one at -6 when he enters your ring. It would not obviate the facing rules (skill capped at 9 for Side hexes) but would replace the normal -2 for attacking into those hexes (already more than accounted for with the -6).
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12-28-2011, 01:51 PM | #18 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
Use Low Tech weights for shields if you want sensible results. As for the polearms, IMHO the downsides (U parry in swing mode for most of them, requiring ready maneuvers to change reach for some of them,...) are too severe for their upsides. Of course there might be some polearms worth using, probably the dueling ones, but tehn they are not that heavy.
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12-28-2011, 02:21 PM | #19 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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12-28-2011, 02:46 PM | #20 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Okay, 14-22 depending on what designs are common. The polearm has to be swung in Defensive Attacks much of the time, apparently; thanks for pointing this out. Or with the Staff skill (Sodegarami is kinda neat). Another consideration: Adding a Hilt is a good option for Polearm tanks. |
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Tags |
advice, combat rules, interdiction, tank, tanking, technical solutions |
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