06-16-2009, 10:51 AM | #21 |
Join Date: Mar 2006
|
Re: [Melee] Pick V Axe
The pick has another disadvantage: It is super-specialized anti-armor weapon.
It is good for only one thing (armor penetration). Axes have many other practical applications, such as chopping wood (not just for the campfire, but also to clear brush and build field fortifications). A man with a pick will need a hatchet anyway. This means extra cost and weight to lug around. Axes with a pick as the backspike can do both, though. |
06-16-2009, 11:19 AM | #22 |
☣
Join Date: Sep 2004
Location: Southeast NC
|
Re: [Melee] Pick V Axe
Without a backspike, the axe can't target armor chinks at all. Only Impaling, Piercing, and Tight Beam Burning damage can do so.
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
06-16-2009, 11:40 AM | #23 | |
Join Date: Dec 2006
Location: Houston
|
Re: [Melee] Pick V Axe
Quote:
If we assume that the Pick wielder has 3 levels skill higher just for the sake of making the math easier, say that the Pick wielder is targeting the vitals then.... DR0 1d = Axe - 8.3, Pick - 8.4 2d = Axe - 13.5, Pick - 15 3d = Axe - 18.7, Pick - 21.6 DR7 1d = Axe - .3, Pick - 0 2d = Axe - 3.4, Pick - 2.9 3d = Axe - 8.3, Pick - 8.6 Vs DR7 using Chink in armor for SW+1(2) Imp 1d = 2.1 2d = 6.2 3d = 10.6 Again, this is assuming that the Pick Weilder has 3 levels of skill higher than the axeman for vitals attacks and 6 more skill levels for CIA so that we can avoid taking attack and defense expectation values. So it appears that its only viable against an axe if A. You have a high enough ST to ensure your withdrawl B. A high enough skill to ensure you hit vs Vitals or CIA That still seems woefully outta whack. Nymdok |
|
06-16-2009, 11:54 AM | #24 |
Join Date: Mar 2006
Location: Iceland*
|
Re: [Melee] Pick V Axe
In reality, yes. In GURPS picks are superior against unarmoured opponents but inferior to axes against armoured foes.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
06-16-2009, 12:03 PM | #25 | ||||
Join Date: Mar 2006
Location: Iceland*
|
Re: [Melee] Pick V Axe
Quote:
This means that for every successful attack, you need to waste a second. Quote:
Quote:
Quote:
And getting his weapon stuck in a dead or dying foe doesn't help much. If you've already crippled the limb, what good does the exit damage do you?
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
||||
06-16-2009, 12:06 PM | #26 |
Join Date: Mar 2006
Location: Iceland*
|
Re: [Melee] Pick V Axe
Now, now; I said if.
If you want to know anything concrete about the upcoming Cabaret Chicks on Ice, I suggest you ask the authors. I have no authority to release sneak previews and can only drop weaselly hints that slowly drive forumites insane.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
06-16-2009, 02:48 PM | #27 | |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
|
Re: [Melee] Pick V Axe
Quote:
But , if I understand correctly, the Sumerians etc developed pick-like narrow bladed axes, in order to punch through bronze helmets. Sort of a third millenium arms race, as the bronze helmet had made the stone headed mace a bit redundant. EDIT: "...in order to punch through...." is obviously a guess, as I am not currently on speaking terms with any Sumerian weaponsmiths.
__________________
It's all very well to be told to act my age, but I've never been this old before... Last edited by Luke Bunyip; 06-16-2009 at 02:51 PM. |
|
06-17-2009, 04:50 AM | #28 | |
Join Date: Apr 2008
Location: Århus, Denmark
|
Re: [Melee] Pick V Axe
Quote:
Also, I'd consider - if not already covered by RAW - to sum up both going-in and going-out damage for purposes of Dismemberment (or call it permanent crippling).
__________________
Playing GURPS since '90, is now fluent in 4th ed as well. |
|
06-17-2009, 08:49 AM | #29 | |
Join Date: Feb 2008
Location: The Athens of America
|
Re: [Melee] Pick V Axe
Quote:
For the First...being stuck is not ALWAYS a disadvantage. Under 1E I was playing a ST 16 DR 8 and MOVE 5 dwarf. In a DR 2-4 world I usually wanted CQB and if people started running away from me I had problems...the pick often solved them nicely. Unless it was obvious I would need "some" manuver I would usually start with pick and go with it until circumstances dictated otherwise...Then I would FD a Broadsword. Part 2 QFT. I took me literally years (IC and OC) of carrying 8 Throwing Hatchets and an Armory Skill of 20-21...before I was "able" to come up with a "snap grommit" type holster that allowed me to FD Hatchets...(mebbe the GM was just taking pity I dunno). I never got the FD skill for Pick. (the reason I often just carried it...i could always FD the Broadswords or (after time) the Hatchets - useful if they decided to run)>
__________________
My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
|
06-17-2009, 09:14 AM | #30 | |
Join Date: Mar 2006
Location: Iceland*
|
Re: [Melee] Pick V Axe
Quote:
In most realistic settings, a crippled enemy is crippled and you don't care about him anymore. Whether he dies, lives as a cripple for the rest of his days or recovers completely is probably irrelevant to most characters who are only concerned with that he stop trying to kill them.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
Tags |
axe, combat, melee, pick, weapons |
|
|