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Old 03-04-2009, 09:44 PM   #1
gjohanns
 
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Join Date: Sep 2004
Default Combat Example using The Terminator

O.k. so I was watching The Terminator and the opening combat sequence really got me wondering how well GURPS would mirror the scene. So I tried it... and it did very well! I am posting my write up here so people can pick it apart or comment as needed.

-- Combat Sequence –
Punk #2 (Move 5)
Punk #1 (Move 4.75)
Punk #3 (Move 4.5)
Terminator (Move 3.75)
** Because of Free Actions the beginning three turns may show the combatants out of combat order.
** Any attacks that do not specify hit location are assumed to target the torso.
--Combat Begins—
#Turn One
Punk #2: *Do Nothing [p. B364]* *Free Action: Talk [p. B363]* Hey, what’s wrong with this picture?
Punk #1: *Do Nothing*
Punk #3: *Do Nothing*
Terminator: *Evaluate Punk #1 [p. B364]* *Movement: Step [p. B363]*
#Turn Two
Punk #2: *Do Nothing*
Punk #1: *Do Nothing*
Punk #3: *Free Action: Talk* Nice night for a walk, eh?
Terminator: *Evaluate Punk #1* *Free Action: Talk* Nice night for a walk.
#Turn Three
Punk #2: *Do Nothing*
Punk #1: *Do Nothing*
Punk #3: *Free Action: Talk* Wash day tomorrow. Nothing clean, right?
Terminator: *Evaluate Punk #1* *Free Action: Talk* Nothing clean. Right.
Punk #2: *Free Action: Talk* Hey, I think this guy is a few cans short of a six pack.
#Turn Four
Terminator: *Free Action: Talk* Your cloths, give them to me. Now.
Punk #2: *Free Action: Talk* [Censored] you, [Censored]! *Ready: small knife [p. B366]*
Punk #1: *Ready: small knife*
Punk #3: *Ready: small knife*
Terminator: *All Out Attack: Determined [p. B365] – Punk #1 (Hit Location: Face [p. B399])* The Terminator rolls against his Brawling [p. B182] skill of 12, +4 from All out Attack :Determined, +3 from Evaluate, and -5 from Hit Location: Face for a skill of 14. He rolls a 7. Success. Punk #1 rolls against 7 for Dodge [p. B326]. He rolls a 14. Failure. Punk #1 is hit. The Terminator’s unarmed punch is 2d-1 crushing damage, plus +1 per die for Brawling bonus, and -1 for unarmed combat for a total damage roll of 2d. Roll of 7. Punk #1 subtracts 7 from his Hit Points, and is at -4 to DX and IQ from shock [p. B419] until the end of his next turn. The damage is greater than ½ of Punk #1’s HT of 12 and counts as a Major Wound [p. B420] to the face. Punk #1 immediately rolls for knockdown and stunning vs. his HT of 12 – 5 (Hit Location: Face) = 7. He rolls a 9, and fails. He falls prone, drops all items in his hands, and all of his Active Defenses are at -4. He must make a Do Nothing maneuver on his next turn, and then may roll against HT to recover [p. B420].
#Turn Five
Punk #2: *Evaluate: Terminator*
Punk #1: *Do Nothing* (-4 to IQ and DX; Stunned) Rolls against HT to recover from stunning. Roll of 13 against HT of 12. Failure. Punk #1 must take a Do Nothing maneuver next turn.
Punk #3: *Evaluate Terminator*
Terminator: *All Out Attack: Determined – Punk #2: Shove [p. B372]* The Terminator rolls against his Sumo Wrestling [p. B223] skill of 12 with a +4 from All out Attack: Determined for a skill of 16. He rolls a 12. Success. Punk #2 rolls against 8 for Dodge [p. B326]. He rolls a 9. Failure. Punk #2 is hit. The Terminator’s damage is 2d-1 with -1 per die for using only one hand to shove, plus +2 per die for Sumo Wrestling bonus for a total damage roll of 2d+1. He rolls a very respectable score of 12. This is doubled for a total of 24 points of damage. A shove only does knockback, and Punk #1’s ST of 10 means 24 is 3 times his ST-2 [p. B378]. Punk #2 is knocked back 3 yards. Unfortunately for him there is a hard, metal fence 2 yards behind him. Punk #2 collides with the fence. His HT is doubled to 20 for damage purposes against a hard immovable object [p. B431], his velocity is calculated from a move of 3 yards/second and yields a velocity of 8. 20 * 8 / 100 is 1.6. 1.6 rounds to 2d-1 damage. Damage is rolled 8. Punk #2 subtracts 8 from his Hit Points, and is at -4 to DX and IQ from shock. The damage is greater than ½ of Punk #2’s HT of 10 and counts as a Major Wound. Punk #2 rolls for knockdown and stunning vs. his HT of 10. He rolls a 16 and fails by more then 5. He falls unconscious. He also falls prone and drops all items in his hands. He will awake in 15 minutes [p. B423].

Last edited by gjohanns; 03-04-2009 at 10:49 PM. Reason: Corrected Sumo Wrestling bonus
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