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Showing results for tags 'melee weapons'.
Reference is 6E2, 201-2 Combatants with weapons of differing length can inflict minor OCV penalties on one another depending on the reach of the weapon and who has the advantage at the time. The rule is that the shorter weapon is at -1 or -2 OCV (depending on the length differential) until he can take the advantage: Once this has happened, the longer-reach weapon wielder has two alternatives. He can also attempt to hit his opponent, sucking up the OCV penalty, or he can move: All well and good, but it does raise some questions for me as to how to handle this when you're making use of maps and minis. Specifically: When the wielder of the shorter weapon succeeds with his attack, and gets inside the longer weapon, does he move closer to his opponent as part of the maneuver (e.g. Where once there was a meter of open space between us, now there is no open space)? Should there be an option for the wielder of the shorter weapon to close the distance with a half-move prior to attacking, or is the assumption that the longer weapon keeps him at bay? And if that is the case, is there an argument allowing the distance to be closed anyway, and giving the longer weapon wielder a free attack? If the longer weapon wielder does refuse to budge, makes his attack with the penalty, and hits, does this move his opponent back one or more meters, effectively against his will? And if so, does either combatant get a say in where the shorter weapon wielder ends up - must it be straight back, can it be back and sidestepping to one side or another so long as the correct range is restored? What if there's an obstruction or bad footing where he would need to go? And a bonus question - for those of you who do still crack out the maps and minis, do you still stick with 2 meter hexes, like 5E? Have you moved on to more GURPSian 1 meter hexes? Do you go with squares (sacrilege!) or free form it and just measure distances?