12-15-2014, 09:11 AM | #131 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Unarmed vs. Knife
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Also you not in Close Combat until you start your turn in the hex so if step into their hex the still defend agasint any attack or grapples as if you were at range 1 that turn. |
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12-15-2014, 09:18 AM | #132 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Unarmed vs. Knife
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Largely irrelevant, as knives are either C,1 or C anyway. The one who steps into CC still is allowed to use all the CC-only attacks. |
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12-15-2014, 11:38 AM | #133 | |||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Unarmed vs. Knife
And another Krommquote, this time on face-changing and stepping:
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12-15-2014, 12:41 PM | #134 |
Join Date: Jul 2008
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Re: Unarmed vs. Knife
Is this fresh? Because while it's somewhat off the point of the statement, the phrasing appears to contradict the thing about being free to perform your Maneuver's action in the middle of a multi-yard step.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
12-15-2014, 12:45 PM | #135 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Unarmed vs. Knife
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That being said, a multi-yard step means you move both before and after the attack, but not that you can spend all your movement, attack, and then turn. Turning is part of movement, but can be tagged at the beginning or the end of movement. |
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12-15-2014, 12:58 PM | #136 | |
Join Date: Jul 2008
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Re: Unarmed vs. Knife
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Hmm. Also, does the free turn definitely have to be at the beginning or end, not the middle? Probably should require that, having the free turn in the middle could be a bit too useful.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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12-15-2014, 01:05 PM | #137 | |
Join Date: May 2005
Location: Lynn, MA
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Re: Unarmed vs. Knife
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12-16-2014, 10:49 AM | #138 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Unarmed vs. Knife
Here's another risky but potentially rewarding idea for those who lack fancy skills (specifically, if your skills are Brawling or Sumo):
Slam Initiate the slam when you're standing in an adjacent hex to the opponent. Move one hex forward, and perform a Mighty Blow against the enemy. (HP 10 × Move 1)/100 = 0.1, which is 1d-3, plus two for a Mighty Blow, plus one or two for Brawling or Sumo. So 1d or 1d+1. Opponent of up to HP25 will roll 1d-3. If you score a hit, the opponent may Dodge or Parry. If he Parries, your slam counts as a 10-pound weapon against the flimsy 1½lbs knife, which is ×6 times heavier, for a 5-in-6 chance of it breaking; auto-break against a cheap or lighter knife, and the parry doesn't count at all. So if you get damaged on a parry, you take damage once and likely disarm the opponent. If you were Dodged, you just ran past, going out of range of the opponent, who will either have another go, or go for a highly-mobile attack. If you scored a hit that was not defended against, you now roll your 1d against his 1d-3. You have a 18/36 (50%) chance of automatically knocking down the opponent, 11/36 (30%) chance of forcing a DX-or-fall roll (likely half of those 30% result in him falling, assuming DX10 and even ground), and a mere 1/36 (3%) chance to fall yourself. If you have Sumo, you roll 1d+1, and your chances are even better, and you won't fall. At this point, the opponent is grounded, for a -4 to his DX rolls and -3 to defences. Chances of getting hit for you are minimised, so you can do your further unarmed actions more safely. If you've got Ground Fighting, consider tacking methods below. ---- Extra options: If you're sure you can pull this off, you might want to try using a default of the Springing Attack Technique, for -2 to hit and a +2 to damage, and some extra risks. Likewise, you might consider Flying Tackle, which can be used to offset a nastier Deceptive Attack and/or the penalty for Springing Attack. Rolling 1d+2 or 1d+3 damage, you have a rather small chance (1/6 at worst, 4/36 at best) of not downing the opponent automatically. Last edited by vicky_molokh; 12-16-2014 at 10:53 AM. |
12-16-2014, 11:39 AM | #139 | |||||
Join Date: Jul 2007
Location: One Mile Up
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Re: Unarmed vs. Knife
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12-16-2014, 11:52 AM | #140 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Unarmed vs. Knife
For a Long Knife (the longest thing that seems to be implied under 'knife'), that's 1d-1 cut or 1d-2 imp, which is at most 7 injury on a cut or 8 on an impale. Which is certainly nasty, but, very importantly, is a pure torso hit, not Vitals or Limb. Under more likely rolls, you get 3-5 injury on a cut and 2-4 on an impale, which is about manageable with a good application of First Aid at TL8.
If the knife masses less than 1.42lbs, the parry auto-fails (i.e. most normal knives), so there's no Knife roll to injure the slammer at all. Last edited by vicky_molokh; 12-17-2014 at 03:19 AM. |
Tags |
martial arts, technical grapping, technical grappling |
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