Kentucky Ballistics wonders how medieval weapons perform against modern armor.
Will it GURPS?
Scott looks like he's running a ST 14. That's got a thrust damage of 1d and swing damage of 2d.
His helmet appears to be NIJ IIIA rated. That's DR 12.
The first weapon is a small mace. He'll do 2d+2 cr with it, averaging 9 damage. It shouldn't penetrate.
The next weapon is a mace. He'll do 3d-1 cr with it, averaging 9 damage. It shouldn't penetrate.
Then the pick. He'll do 2d+1 imp with it averaging 8 damage. It shouldn't penetrate.
Using two hands, as he does, is good for an extra point of damage. Averages are 10, 10 and 9; so they shouldn't penetrate on average.
BUT!
Maximum damage with each weapon, two handed, is 15 cr, 17 cr and 14 imp. Penetration is possible, and, maybe, he got a good roll with the second hit with the pick.
This GURPS!
He didn't tell us what kind of vest it is. It looks like NIJ II soft armor. DR 10/5* (higher DR vs pi and cut).
The sword should do 2d-1 imp for thrusts and 2d+1 cut for swings. Average hits should be 6 imp and 8 cut respectively.
The DR 10 stops the cut handily, even if the armor takes some damage. The DR 5 stops the thrust, and his poor technique probably explains a below average damage roll.
The pick, doing 9 impaling with his two-handed swing gets 4 into the dummy.
This GURPS!
I'm not going to bother with the ahistorical morningstars or the idiotically long $1,500 not-so-great sword. But if I did the morningstar it'd do 3d cr swung two-handed for an average of 10. It shouldn't get through the helmet, but should get through the vest. I think it did, but he didn't really show the effects.
His spear should do 2d-1 imp when thrown. Average of 6 damage. That should penetrate, and it did, slightly.
Two-handed stabbing with it should do the same damage.
This GURPS!
I don't know how fast he was going on the scooter, so I can't calculate the damage bonus.