The Madness Dossier - Trial combats 7 and 8

       Here are the last two of the test combats I did a while back, between a Sandman commando and a Scorpion-man from GURPS Horror: The Madness Dossier. Both were rather short. Test 7 was the longest lasting fight of the series, a full 8 seconds of combat. 

    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 7

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. 1 bullet on target. Scorpion-man dodges successfully.

Irruptor turn 1: Move and Attack. Scorpion-man flies 11 yards to melee range, firing the SMG on full auto. No rounds on target.

Sandman turn 2: Attack. Commando steps back; fires 3 rounds at the irruptor, point blank to the face. All 3 would have been on target, however scorpion-man parries with the machete, knocking the pistol wide. GM makes a mistreatment roll for the pistol (HT+4); the Glock passes.

Irruptor turn 2: Attack. Scorpion-man steps forward, swings machete deceptively at the commando's right arm; misses.

Sandman turn 3:  Attack. Commando steps back; fires 3 rounds at the irruptor, point blank to the face. Scorpion-man parries with the machete, again knocking the pistol wide. GM makes another mistreatment roll for the pistol (HT+4); the Glock passes.

Irruptor turn 3: Attack. Scorpion-man steps forward, swings machete deceptively at the commando's right arm. Commando performs a successful judo parry with his off-hand.

Sandman turn 4: All-out Attack (Determined). Commando leverages the judo parry into a Deceptive throw. Scorpion-man critcally-fails to parry, is thrown 2 yards, and the machete is unreadied. Irruptor passed HT roll and is not stunned.

Irruptor turn 4: Change Posture. The scorpion-man rises to kneeling position.

Sandman turn 5: Attack. Commando fires 3 rounds at the irruptor's face; steps back. 2 on target; scorpion-man fails dodge. 2 hits to the face; 1 serious wound; 1 major. Irruptor fails knockdown roll and is stunned; he falls over, dropping weapons.

Irruptor turn 5: Do Nothing. Irruptor passes HT check; recovers from stun.

Sandman turn 6: Attack. Commando steps forward; fires last 2 rounds at the irruptor, point blank to the face. Scorpion-man reacts in time (dodge) and the bullets hit the ground behind its head.

Irruptor turn 6: Change Posture. The scorpion-man passes consciousness check; rises to kneeling position.

Sandman turn 7: Ready. Commando ejects empty magazine.

Irruptor turn 7: Ready. The scorpion-man passes consciousness check; grabs SMG.

Sandman turn 8: Ready. Commando retrieves fresh magazine.

Irruptor turn 8: Attack. Scorpion-man raises SMG... and fails consciousness check; collapses.

Fight over within 8 seconds. Sandman wins.
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SANDMAN commando vs Scorpion-man, Test 8

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 dodges. 1 round hits. Bullet penetrates chitin; serious wound.

Irruptor turn 1: Move and Attack. Scorpion-man flies 11 yards to melee range, firing the SMG on full auto. 4 rounds on target. Commando dodges; 2 rounds hit. Both bullets hit the torso, and are stopped by the vest.

Sandman turn 2: Attack. Commando steps back; fires 3 rounds at the irruptor, point blank to the face. Scorpion-man parries with the machete, knocking the pistol wide. GM makes a mistreatment roll for the pistol (HT+4); the Glock passes.

Irruptor turn 2: Attack. Scorpion-man steps forward, swings machete deceptively at the commando's right arm. Commando performs a successful judo parry with his off-hand.

Sandman turn 3: All-out Attack (Determined). Commando tries to leverage the judo parry into a Deceptive throw. Scorpion-man parries the attack with the machete. Armed parry is successfully turned into an attack on the commando's left arm (even factoring penalty vs Judo). Damage is enough to cause major wound. Left arm is crippled; commando passes HT check and is not stunned.

Irruptor turn 3: All-out Attack (Double). Scorpion-man swings machete at the commando's right arm, followed by attack to commando's neck with scorpion tail. Machete cripples the right arm, doing enough damage to sever the limb; commando passes knockdown check and is not stunned. Scorpion tail critically impales in the commando's neck; major wound. Commando passes death check; fails second knockdown check and is stunned; passes venom resistance roll. Sandman falls down due to stun.

Sandman turn 4: Commando fails unconsciousness check; passes out.

Fight over within 4 seconds. Irruptor wins.
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    Conclusions to follow in a subsequent post.

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