The Madness Dossier - Trial combats 3 and 4

     Here are a couple more of the test combats I did a while back, between a Sandman commando and a Scorpion-man from GURPS Horror: The Madness Dossier. Test 3 was rather brief. Test 4 marks our first Irruptor victory in these trials. Hurrah for the GM monsters from the alternate history! As fun as melee combat against inferior human upstarts must be, sometimes it's better for the bad guys to just take the shot.

    For the combats, I measured the distance but didn't use a battlemap as there were only 2 combatants and I wasn't using terrain as a complication. I started the combatants close enough to allow for both ranged and melee possibilities. I gave the Sandman the benefit of going first.

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SANDMAN commando vs Scorpion-man, Test 3

Setup: Sandman has Glock-17 pistol. Scorpion-man armed with machete and SMG. Open terrain. 10yds apart at start of combat, facing each other. Weapons drawn. Neither is surprised. Sandman goes first.

Sandman turn 1: Attack. Fires 3 rounds at the irruptor; steps back. 2 bullets on target. Scorpion-man fails to dodge, both rounds hit. 2 minor wounds.

Irruptor turn 1: Move and Attack. Scorpion-man flies 11 yards to melee range, swings machete; on target. Commando retreats, dodges attack.

Sandman turn 2: Attack. Commando steps back; fires 3 rounds at the irruptor, point blank. All 3 on target. Scorpion-man fails to dodge, all round hits. Solid torso hit, which pierces the scorpion-man's chitin. 3 minor wounds.

Irruptor turn 2: Irruptor fails unconsciousness check; collapses from accumulated gunshot injury.

Fight over within 2 seconds. Sandman wins.
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SANDMAN commando vs Scorpion-man, Test 4
Setup: Sandman has Glock-17 pistol. Scorpion-man armed with machete and SMG. Open terrain. 10yds apart at start of combat, facing each other. Weapons drawn. Neither is surprised. Sandman goes first. Sandman turn 1: Attack. Fires 3 rounds at the irruptor; steps back. All bullets on target; scorpion-man fails to dodge. 2 minor wounds; third round fails to penetrate chitin. Irruptor turn 1: Move and Attack. Scorpion-man flies 11 yards to melee range, firing the SMG on full auto. Commando fails dodge; 5 rounds hit. 2 bullets hit the torso, and are stopped by the vest; 2 hit limbs, causing flesh wounds; 1 bullet hits the right hand, crippling it. Hand drops pistol. Commando passes knockdown/stun check. Sandman turn 2: Attack. Commando tries to grab the irruptor's machine pistol, despite shock penalty; fails. Irruptor turn 2: All-out Attack (Double). Scorpion-man swings twice; misses both. Sandman turn 3: All-out Attack (Double). Commando grapples the scorpion-man, then tries to throw him. The irruptor is unable to resist, and is thrown. The scorpion-man makes his HT roll, and is not stunned. Irruptor turn 3: Change Posture. The scorpion-man rises to kneeling position. Sandman turn 4: All-out Attack (Determined). Sandman aims a heavy kick at the face of the kneeling Irruptor. The scorpion-man is able to parry the attack with it's machete, hacking the commando's leg in the process. The limb is crippled, and the sandman falls down. He is not stunned. Irruptor turn 4: Attack. Scorpion-man stands up; unloads the remaining six bullets from the machine pistol at the supine commando. 4 rounds land; all limbs or extremity hits. Commando now has right leg and both hands crippled; he passes death check. Sandman turn 5: Commando fails unconsciousness check; passes out. Fight over within 5 seconds. Irruptor wins. ---

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