Friday, March 28, 2008

Expanded Cloak Rules (Scythe House)

Using a Cloak Defensively

Cloaks always provide their DR to your back, (Legs, arms, neck, torso and head if you don the hood as well) but they do not always provide you with a DB bonus. The implication in the GURPS manual with cloaks under shields for equipment etc is that they work like shields. And for the most part they do. If you have a cloak readied and in hand it will function as a shield. (1 block and DB bonus).

During combat though a cloak may also obscure your body. This is easily covered simply by the randomness of dice but it may work to your benefit as well providing you an obscurement bonus when dodging incoming attacks. In order to benefit from this obscurement bonus to dodge the cloak must be a billowing cloth cloak. (Any type of flowing cloth will do) Either cloak in GURPS: Characters will do.

This conditional bonus to dodge can be used to aid you versus an incoming attack from only 1 opponent per round and only opponents in your front facing or to your cloak facing. A cloak will obscure some of your body during typical movement during a combat but it is not enough to make any meaningful difference if your not actively using it. If you have a free hand you could easily use it to possibly get the DB bonus of a cloak to your dodge only. (And you do not have to declare I am using my cloak, you just have to have a free hand)

In order benefit from the FULL DB value of a cloak you need the cloak skill. Without the cloak skill you can still benefit from half of a cloaks DB but it will only affect your dodge and it will need to be a heavy cloth cloak and it will need to be in hand. If you rely heavily on the cloak for an extra boost to your dodge its a good idea to invest in the cloak skill. Not only will this allow you to block, parry and attack with a cloak but it will also allow you to benefit fully from the versatility of a cloak.

Examples:

Light Cloth Cloak

  • If the Cloak is being wielded (It is readied and in hand) and you have the cloak skill You get the full DB to your front and cloak side. (2 Facings) +1 to DB. (Works with any kind of cloak)
  • If you have the cloak skill but the cloak is not IN HAND, You may use the cloak to get a +1 obscurement bonus to your dodge only from attacks originating from your front or cloak side. (2 Facings)
  • If you didn't have the cloak skill you get no bonus with a light cloak whether its in hand or not.

Heavy Cloth Cloak

  • If the Cloak is being wielded (It is readied and in hand) and you have the cloak skill You get the full DB to your front and cloak side. (2 Facings) +2 to DB. (Works with any kind of cloak)
  • If you have the cloak skill but the cloak is not IN HAND, You may use the cloak to get a +2 obscurement bonus to your dodge only from attacks originating from your front or cloak side. (2 Facings)
  • If you don't have the cloak skill but the cloak is IN HAND You may use the cloak to get a +1 obscurement bonus to your dodge only from attacks originating from your front or cloak side. (2 Facings)
  • If the you don't have the cloak skill and the cloak is not in hand then you get no bonus to DB.

Additional Cloaks:
Leather Cloak DR 2 HP 10 DB 2 Cost $120 Weight 12 (Can not provide an obscurement dodge bonus)
Chain Cloak DR 4/2 HP 20 DB 2 Cost $300 Weight 35 (Can not provide an obscurement dodge bonus)



Here the character has the cloak skill and has a light cloth cloak in hand. He will get the full DB bonus against either of the goblins that attack him this round and may even use the cloak to block. If the cloak was not in hand and he had a free hand he could still get a +1 obscurement bonus to his dodge vrs one of the goblins. If he didn't have the cloak skill he would get no bonus vrs the goblins whether the light cloak was in hand or not.



This character is wearing a cloak strictly for the DR. With both hands occupied he will get no bonus whether he has the cloak skill or not.

Monday, March 24, 2008

Tactical Combat in GURPS 4.0

Tactical Combat in GURPS 4.0

For the sake of simplicity I reduced this to two rounds of a single fighter massively outnumbered by undead. The fighter figurine actually has a a mace not a sword so do not be fooled hehe. The undead are a Standard unarmed Zombie, a Skeleton with a shield and a spear and 5 bone hounds. (They have long necks increasing their bite range to 1 rather then C. They can also howl to force a fright check but in this example they just bite.)


Fighter chooses to WAIT until something moves into range and then I will attack them.


A bone hound STEPS and Attack. This is interrupted by the fighters wait maneuver. The fighter hits the torso for 6 crushing. (The bone hound failed to dodge) These Bone hounds are wearing leather armor and have a natural DR of 2 totaling 4. 2 points of crushing damage penetrates the DR and gets doubled to 4. (Skeletons take double damage vrs crushing). The beast now gets his attack. Being undead he does not suffer any kind of shock penalty etc. He rolls and hits, the fighter chooses to block and succeeds.


The Zombie MOVES into close combat (Occupies the same hex) and attacks. Having a 12 skill to punch is reduced to 8 for moving and attack. He attempts to punch the fighter. The fighter decides to RETREAT and dodge and steps back 1 hex. Retreating adds 3 to his dodge and he easily succeeds. (QUESTION: Does his shield HELP him in this situation? Its close combat but he is RETREATING a hex. Answer: 1. Yes, you get the shield bonus if you retreat out of close combat.)


Another Bone hound Steps and attacks. The fighter attempts to dodge, he does not get his shield bonus on this side. (QUESTION: Does he get his RETREAT bonus vrs this Hound or only versus the zombie? Or only versus his FRONT hexes? Answer: 2. The retreat bonus counts against ALL attacks from the ONE opponent you actually retreat from. So Zombie Only!) In any event he dodges.



Another Bone hound Moves and Attacks the rear with a bite. Having a 15 skills reduces his attack to 11 but move and attacks are capped at 9. So his skill is 9. He rolls and 8 hitting. The bite of a bone hound deals 1D+3 and has an armor divisor of 2. The fighter cant defend against a rear attack. The hound rolls 6 for damage. The fighters 10 DR is divided by 2 to 5 and the fighter takes 1 point of damage.
(Question: The hound was behind the fighter but started within his peripheral vision... Is this considered a run around attack? Answer 3. I believe so yes, if you could see your opponent at any time during his move, you should be able to defend as a runaround attack.)


Another hound moves and attack hitting again, the fighter dodges again successfully. (Having a shield on that side helps tremendously.)


Another hound moves and attacks and misses.


Another hound moves and attacks and misses.



A skeleton moves and attacks. (he cant step and attack since he started on higher terrain. Now this is kind of a house rule since the rules say you can ALWAYs move 1 hex.) He pokes the fighter in the back who again cannot defend. The skeleton does 6 points of damage which harmless glances off his back. (However his backpack did take a point of damage)



Yet another hound moves and attacks and misses. (The fighter is now completely surrounded)


Round 2. The fighter declares he is using extra effort to deal an extra point of damage per die. He swings and hits but the zombie dodges. He spends a character point for heroic rolls to change the zombies rolls to critically fail his dodge. His attack normally does 2D+3 (+2 lightning damage and +2 for extra effort) He rolls a 10 and hits for 10+3+2+2 = 17. The zombie is destroyed.


A bone hound steps and attacks. (He HITS!) See below.



The fighter opts to retreat again. But there is no where to go, so he steps into an OCCUPIED hex with his rear facing the front 3 hexes of an opponant. (QUESTION: Can he do this? By the rules I think he can but wondering. Answer: Nope: 4. P391, you can't retreat into an occupied hex. (yes, being surrounded sucks))

This picture could not happen unless he slammed or evaded through or moved into the occupied hex. You can't RETREAT into an occupied hex.


These are Answers from StormCrow42. Full discussion here: http://forums.sjgames.com/showthread.php?t=38005



Bone Hound Combat generator Fun: http://www.whatisthedot.com/GurpsCombatGen.Zip (VERY limited combat gen that attacks and defends every round, some things are configurable, you need .Net Framework to use)





Here is the Bone Hound above in case you want to use them in your campaign.


Name: Bone Hound Race: Skeleton

Attributes [-58]

ST 12 [18] (ST includes -1 from 'Skeleton (Magic)')


DX 12 (DX includes +2 from 'Skeleton (Magic)')

IQ 4 [-80] (IQ includes -2 from 'Skeleton (Magic)')


HT 10

HP 14 [4] Will 4 Per 4 FP 10 Basic Lift 29



Damage 1d+1/2d+1

Basic Speed 6.5 (Basic Speed includes +1 from 'Skeleton (Magic)')


Basic Move 6 Ground Move 6 Water Move 1




Social Background

TL: 3 [0]




Advantages [61]

Combat Reflexes [15] (Long Necked Worg)

Damage Resistance (2) [10*]

Doesn't Breathe [20*]


Doesn't Eat or Drink [10*]

Doesn't Sleep [20*]


Extra Legs (4 Legs) [5*] (Long Necked Worg)

High Pain Threshold [10*]


Immunity (All Mind Control) [30*]

Immunity to Metabolic Hazards [30*]

Indomitable [15*]

Injury Tolerance (No Blood; No Brains; No Eyes; No Vitals; Unliving) [40*]

Sense Living [10*] (Long Necked Worg)

Short Spines [1*] (Long Necked Worg)

Single-Minded [5*]

Striking ST (3) (No Fine Manipulators) [9*] (Long Necked Worg)

Teeth (Sharp Teeth) (Armor Divisor (2)) [2*] (Long Necked Worg)

Temperature Tolerance (10) [10*]

Terror (Howl of the Damned) (2) (Limited Use (1/day)) [24] (Zombie hound)

Unaging [15*]

Unfazeable [15*]

Vacuum Support [5*]

* = item is owned by another, point value is included in the other item.




Disadvantages [-197]

Appearance (Monstrous) (Universal) [-25*]

Cannot Learn [-30*]

Dependency (Mana) (Common) (Constantly) [-50*]

Fragile (Brittle) [-15*]

Fragile (Unnatural) [-50*]

Hidebound [-5*]

Horizontal [-10*]

Incurious (6-) [-10*]

Low Empathy [-20*]

Mute [-25*]

No Fine Manipulators [-30*]

No Sense of Humor [-10*]

No Sense of Smell/Taste [-5*]

Reprogrammable [-10*]

Skinny [-5*]

Slave Mentality [-40*]

Social Stigma (Dead) [-20*]

Unhealing (Total) [-30*]

Vulnerability (Crushing Attacks) (Common) (x2) [-30*]

Wealth (Dead Broke) [-25*]

* = item is owned by another, point value is included in the other item.


Quirks [0]

Cannot Float [-1*]

Sexless [-1*]

* = item is owned by another, point value is included in the other item.


Packages [0]

Automaton [-85*]


Quadruped [-35]

Skeleton (Magic) [-162]

* = item is owned by another, point value is included in the other item.



Skills [11]

Brawling (No Fine Manipulators, +0%) DX/E - DX+3 15 [8]

Jumping DX/E - DX+0 12 [1]

Running HT/A - HT-1 9 [1]

Stealth DX/A - DX-1 11 [1]


Stats [-58] Ads [61] Disads [-197] Quirks [0] Skills [11] = Total [-183]




Armor & Possessions





1 Leather Hound Barding (TOTAL DR: (Counts natural and armor) DR4 Head, Torso and Neck DR 10 Skull) Wgt:3 Location:face, head, neck, skull, torso




Description

Usually appearing in packs of 4-5 these beasts are created by using a variant zombie spell that must be cast on any variety of a Worg corpse. This corpse must be at least 6 months old for the spell to work. The pack will typically howl once or twice upon seeing living humanoids and will then attack anyone that did not flee. The hounds home in on the living using sense living. (They always ignore those they protect when using this ability)


These hounds can be told to protect up to INT+1D4 living creatures. Anyone not protected is hunted. (This includes, dear, rabbits, large insects and the like.) In addition to protecting a limited number of living creatures they can be given up to 2 simple commands. (Patrol the area surrounding my tower, Attack anyone you are able too, howl for help if you can not attack them)


They also can be ordered for many different tactics but if not specified they usually attack the least armored foes first before moving onto the armored ones. (Spikes attack every foe in close combat as a free action)