The Map: I made an alleyway that’s about 60 feet long and 15 feet wide. In GURPS thats 20 hexes long and 5 hexes wide (3 feet per hex).
Bat Wielder and Knife Wielder begin 24 feet apart (8 hexes).
KNIFE VS BAT
Turn order in GURPS is based on the Speed of the characters, and in this case they tied with a 5. We resolve the tie with a die roll - even Knife goes first, odd Bat goes first. Bat wins this roll.
Bat Wielder chooses Wait. They announce they will All-Out Attack (swing for the fences) if the Knife Wielder gets within reach.
Knife Wielder has to consider their options carefully. They pick Evaluate, which grants them +1 to Attack roll on their next turn only, and which only allows a Step (a 1 hex move).
BW goes for a Move maneuver, letting them go 4 hexes, putting them 2 hexes from KW.
KW is gonna try to get in Close (the same hex as BW), so they take All-Out Attack which allows them to move up to half their Move and then STAB at +4 to hit! Gasp!
They roll a 6! HIT!
BW tries to Dodge, which is by far their best Active Defense. They also chooses to Retreat as part of this, moving them out of the shared hex with KW and gives them a bonus to Dodge. He rolls and gets a 10 - Dodged!
At this point, having discovered the magic of All-Out Attack, BW uses it to get that +4 bonus. Note that in Tactical Combat in GURPS 4th Edition (a more detailed version using the hex map), they cannot use the Step BW gets to move backward, BUT BW can use it to get at KW’s front-left so they move 1 hex to go there. It occurs to me belatedly that Facing matters in Tactical Combat, oops. I, uh, rotate Tokens to represent orientation.
Look, it’s a work in progress.
BW rolls a 13, which is a Miss.
Due to Facing issues, KW decides to use the Step they get from All-Out Attack to rotate themselves leftward. Still choosing the option that gives +4 to hit, but they have to use the “cutting” slicing action instead of stab due to needing its Reach of 1.
KW rolls a 12 and misses.
BW chooses All-Out Attack to rotate toward KW…
13, Miss. Exciting stuff.
KW goes for a stab again, All-Out Attack movement into Bat’s hex.
13, Miss. Oh My God.
BW steps back and swings All-Out….
Input lag results in two rolls, but it’s fine because they’re both Misses.
KW closes, All-Out stabs.
9, a Hit. Before we get excited, BW Retreat Dodges.
BW rolls 11, Dodges, but only Barely. They are also have their back to the wall!
BW stays where they are and All-Out Attacks - now, as I type this again, I consider trying a different Maneuver but I’ll save it for KW after this roll.
11 is a no hit.
KW decides to, uh, get to Close and use the “Double” option for All-Out Attack, letting them make two attempts to stab at their regular attack skill.
They get a 15 and a 12, both Miss. Note that if KW rolls 16 or higher, they Critically Fail, which would at least be interesting.
BW sidesteps one hex and tries Feint, cuz why not at this point. It could make KW easier to hit.
This is a Quick Contest of Weapon Skills: BW rolls a 10, KW rolls a 6, the Feint fails.
KW keeps on BW, moving into Close again for a +4 stab.
- Come On KW. Get It Together.
BW sidesteps the other way to get at one of KW side hexes! I’m so smart! Oh, wait, they’re both facing each other’s side, which would make BW’s attack a Wild Swing at…-5. All-Out Attack doesn’t help, so…fuck it.
14, hey a Critical Miss! (sorry bat fans but I’m past an hour here)
Roll an 11 - BW DROPS THE BAT!!! How Can They Wield?!
If it was a cheap weapon it’d break. I’m tempted, but no, let’s say this is a solid metal bat that stays intact.
KW is facing a wall and their foe is unarmed. They spend their turn on Move to rotate around to face BW’s side and get back in Close. I’d have them Ready and rotate once to pick up the bat that fell, but that seems against the entire premise.
BW spends their turn picking up the bat with Ready, and takes their Step away, turning to face KW and feeling embarrassed. Turns out you can change Facing if you Step, so remember that.
KW uses Evaluate - sort of like Aim but for Melee. They size up BW and get a +1 to their next attack against them. Also take a Step into BW’s hex.
BW tries All-Out Attack with the +4 option.
12, fuck a miss. Why did I volunteer to do this? What is the value of my time?
KW All-Out Attacks with +4, goddamnit.
14 you piece of shit learn how to fight….
BW opts for Move to get some distance, backing up 2 hexes.
KW steps forward to slash.
8, HIT! WOW.
BW tries Retreat Dodge because why not.
13 OH SHIT A PALPABLE HIT!
Fuck You GURPS.
Anyway, Cutting damage has a minimum of 1 damage, which is multiplied by 1.5 after armor (which BW has none of) and…rounded down? So 1 HP. BW has 9 HP. I imagine it’s a shallow cut on their forearm. Could roll for Hit Location but…maybe not.
BW All-Out Attacks with +4.
12, which is a miss.
KW All-Out Attacks with a step into BW’s hex.
BW tries Retreating Dodge, but gets a -1 due to Shock from the damage they took last turn.
Rolls a 9, Dodged.
BW All-Out Attacks with +4, sidestepping a bit.
The roll is a 9 which is a HIT.
KW tries Dodge, not retreating because they plan on trying to get in Close again.
BW does 5 CRUSHING OH SHIT THAT’S HALF KW’S HP
That means not only is KW down to 5 HP, they have taken a Major Wound. They need to roll vs HT to avoid getting worse effects and conditions.
They get a 12, which means they fail and they are Knocked Down and Stunned - this is bad news for KW!
From the GURPS text:
Stunning: If you’re stunned, you are -4 to active defenses and cannot retreat, and must Do Nothing on your next turn. At the end of your turn, attempt a HT roll to recover. If you fail, you’re still stunned and must Do Nothing for another turn. And so on.
KW must Do Nothing on the ground and then roll HT at the end of this turn. 11, oh no, they still Stunned!
IS THIS THE END OF KNIFE HOPE?
BW viciously assails the fallen foe. There’s not apparent bonus for them standing over a prone enemy? That seems to be represented by the penalty to KW’s Active Defenses? I dunno. All-Out Attack, using the +4 option.
He rolls an 11. He missed. Why.
KW Does Nothing. HT check to snap out of it…
- Still Stunned, lying there as BW hits the sidewalk next to him!
BW keeps with All-Out Attack.
- So, at this point, I’m asking myself - why is this so hard to do? There’s a person lying on the ground. You have a bat. You focus your attention, your muscles tense in preparation, you bring the bat down heavily…and Miss them twice in two seconds? Maybe you retire. Maybe you quit.
But Not Bat Wielder. They Wield Bats.
KW Does Nothing then tries to un-Stun, the poor bastard.
10, finally! They can act in the next round and are no longer Stunned. Still prone, though.
BW is going to try something risky. They’re going to Evaluate and back up a little, hoping a +1 makes the difference in the next turn. I know some of you want BW to press the attack, to keep trying, but I have to get this +1. Let me have it.
KW uses the Change Posture maneuver to stand up. Bloodied but unbowed.
BW Evaluates again. They Step back one Hex. Trust me on this. That’s +2 now instead of just +1. It can go up to +3. We’ll see how KW does this turn before deciding on Evaluating again.
KW decides to All-Out Defend. +2 to Dodge. They can also move up to half their Move rounded down, so they brashly close the distance - can’t stab if you’re not up in BW’s face!
BW decides it’s time to go for a home run, applying +2 on top of the +4 to from All-Out Attack. They can’t Step after All-Out Attack in the Tactical Combat rules, so they stay where they are.
BW rolls a 9, which is a hit.
KW uses Dodge with their +2 - 9, success! KW has gambled and won.
KW can now All-Out Attack and get Close. +4 Stab.
8 is a hit, BW tries Retreat Dodge.
11, BW ALSO Dodged! How dynamic.
BW goes for All-Out Attack again. 10 is a miss.
KW tries something sneaky - Evade, which is a move through BW’s hex to end up behind him. This is a Quick Contest of DX. Both of our champions fail their DX checks. KW gets stuck in BW’s hex.
I’m in my second hour of this. Taking a break.
Current situation: Bat Wielder has 9 HP, Knife Wielder has 5 HP.
WILL KNIFE RECOVER? WILL BAT BASH?