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Old 10-06-2011, 04:07 AM   #1
OneSeventeen
 
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Default GURPS Combat Question

In movies you sometimes see The Unarmed Master get up close to a thug with a gun, take the gun from him and then point it at him (or whatever he's doing with it).

Watching the choreography, it seems like there's a turn where he does something to take the gun, then a ready maneuver where he, you know, readies it. Then on subsequent turns he could shoot the thug or pistol whip him or whatever.

Are there rules that cover stealing a weapon like that? The rules on B370 say that you have to DX (or grapple skill) the hand (full -4 penalty) and then wrest the gun with a Regular Contest of ST. The Regular Contest is said to be a full turn action, meaning you couldn't take a combo or an AoA(Double) to do this in one turn (I think).

Also, taking the gun away (in the instances I'm thinking of) always looks more DX-ey than ST-ey. Am I missing some technique in Martial Arts, or is this one of those things that you see in movies, but it so far from reality that the rules don't cover it?

Thanks in advance.


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Old 10-06-2011, 05:12 AM   #2
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Default Re: GURPS Combat Question

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Originally Posted by OneSeventeen View Post
The Regular Contest is said to be a full turn action, meaning you couldn't take a combo or an AoA(Double) to do this in one turn (I think).
A Regular contest is going to take at least one turn. You keep rolling until somebody fails.

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Originally Posted by OneSeventeen View Post
Also, taking the gun away (in the instances I'm thinking of) always looks more DX-ey than ST-ey. Am I missing some technique in Martial Arts, or is this one of those things that you see in movies, but it so far from reality that the rules don't cover it?
You could let it fall under the Power Grappling perk (4e MA p 51) even though it's not technically something that enjoys a Wrestling or Sumo bonus if you were feeling generous, for a ST-based roll against your best grappling skill. That still runs into the regular contest time problem, though. To do an end-run around that, you might allow a true master with skill to burn to reduce his roll by -2 to impose a -1 on the victim, like a Deceptive Attack, so they're more likely to fail sooner...
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Old 10-06-2011, 05:52 AM   #3
Ludo
 
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Default Re: GURPS Combat Question

What you're looking for is a specific case of Disarming, using Judo skill in RAW. I'm not sure how that is handled in RAW as:
1- I do not use RAW for unarmed combat at all
2- I nearly never play fully cinematic stuff with GURPS (things like Feng Shui are far more appropriate)

But I know for sure some guys around here will have a definitive near-official answer.
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Old 10-06-2011, 07:09 AM   #4
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Default Re: GURPS Combat Question

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Originally Posted by Ludo View Post
What you're looking for is a specific case of Disarming, using Judo skill in RAW. I'm not sure how that is handled in RAW as:
1- I do not use RAW for unarmed combat at all
2- I nearly never play fully cinematic stuff with GURPS (things like Feng Shui are far more appropriate)

But I know for sure some guys around here will have a definitive near-official answer.
Try the Disarming extension in Gun Fu.
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Old 10-06-2011, 07:17 AM   #5
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Default Re: GURPS Combat Question

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Originally Posted by kenclary View Post
Try the Disarming extension in Gun Fu.
On page 26 of Gun Fu.
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Old 10-06-2011, 02:57 PM   #6
OneSeventeen
 
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Default Re: GURPS Combat Question

That is exactly what I was looking for! Thank you! Also I am now the proud owner of GURPS Gun-Fu, so I'm sure SJ Games thanks you, as well. ;)

This forum is so helpful.


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