Special Unarmed Combat Techniques: Difference between revisions

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'''''NOTE:''''' All of this will be in [[Martial Arts: Techniques]] unless the technique appears only on Basic Set.
==Special Unarmed Combat Techniques==
==Special Unarmed Combat Techniques==
Here are some additional options for unarmed fighters who are not content merely to punch, kick, and grapple. Most require [[Brawling]], [[Judo]], [[Karate]], or [[Wrestling]] skill. You can improve your ability with some of these techniques – see [[Sample Combat Techniques]].
Here are some additional options for unarmed fighters who are not content merely to punch, kick, and grapple. Most require [[Brawling]], [[Judo]], [[Karate]], or [[Wrestling]] skill. You can improve your ability with some of these techniques – see [[Sample Combat Techniques]].


===Arm Lock===
===Arm Lock===
An arm lock is an attempt to
See [[Arm Lock]] (Martial Arts: Techniques).
restrain or cripple an opponent by
twisting his arm. It uses [[Judo]] or
[[Wrestling]] skill. To perform an arm
lock, you must have two hands free
and make a successful barehanded
parry with [[Judo]] or [[Wrestling]] against
your opponent's melee attack.
 
On your first turn following the
parry, you may attempt to capture
your attacker's arm if he is still within
one yard. This is an attack: step into
close combat and roll against Judo or
Wrestling to hit. Your foe may use any
active defense – he  can parry your
hand with a weapon! If his defense
fails, you trap his arm in a lock.
 
Your foe may attempt to break free
(see  Actions After Being Grappled,
p. 371) on his next turn, but you are at
+4 in the Quick Contest. If he loses, he
has a cumulative -1 on future attempts
to break free.
 
On your  next turn – and on each
turn thereafter, until your foe breaks
free – you may try to damage the
trapped arm. Roll a Quick Contest: the
highest of your Judo, Wrestling, or ST
vs. the  higher  of your victim’s ST or
HT. If you win, you inflict crushing
damage equal to your margin of victo-
ry. The target’s natural DR (unless it
has the Tough Skin limitation) and the
DR of his rigid armor protect normal-
ly. Flexible armor has no effect!
 
If you cripple your victim’s arm, he
drops anything in that hand. You can
inflict no further damage on a crip-
pled limb, but you can continue to roll
the Contest each turn. If you win, your
target suffers shock and stunning just
as if you had inflicted damage.
 
The rolls to inflict damage are
completely passive and do not count
as attacks! You can simultaneously
make close combat attacks on your
opponent, who defends at -4 in addi-
tion to any other penalties due to the
damage caused by the lock itself.
 
You can also use this ability offen-
sively.  Instead of waiting to parry an
attack, grapple your foe normally with
Judo or Wrestling skill. If he fails to
break free on his next turn, you may
attempt an arm lock on your next
turn, just as if you had parried his
attack.


===Choke Hold===
===Choke Hold===
This Judo and Wrestling technique involves locking one forearm around the target's neck and applying pressure to the windpipe. The more the victim struggles, the tighter the choke becomes. This can quickly subdue an opponent.
See [[Choke Hold]] (Disambiguation page).
 
To apply a choke hold, you must grapple your victim from behind using both hands. Treat this as a normal grapple (see [[Grappling]]), but roll against your [[Judo]] at -2 or [[Wrestling]] at -3 to hit. A victim who is aware of you may attempt any legal defense, but suffers the usual penalties for an attack from behind.
 
On your foe's next turn and on subsequent turns, he may attempt to break free. You are at +5 in the [[Quick Contest]]. But note that you control your victim's neck and head – not his arms and legs. He can attack you with a [[Wild Swing]], [[Back Kick]], etc., at the usual -4 for being grappled.
 
On your ''next'' turn – and on each turn thereafter, until your foe breaks free – your victim loses 1 FP, per [[Suffocation]]. If you wish, you may choke him for crushing damage at the same time (see [[Actions After a Grapple]]), and get +3 to [[ST]] for this purpose.


===Elbow Strike===
===Elbow Strike===
You can attack an enemy  behind
See [[Elbow Strike]] (Martial Arts: Techniques).
you in close combat by jabbing back-
ward with your elbow. Roll against
Brawling-2 or Karate-2 to hit. There is
no modifier for not facing the enemy,
but apply an extra -1 to hit if you tar-
get a specific hit location. On a hit, roll
your usual punching damage. Treat an
elbow strike at a foe in front of you as
a normal punch.


===Knee Strike===
===Knee Strike===
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In all cases, if your [[SM]] exceeds your victim's by 3 or more, don't worry about hit location – your attack counts as a large-area injury (see [[Large-Area Injury]]).
In all cases, if your [[SM]] exceeds your victim's by 3 or more, don't worry about hit location – your attack counts as a large-area injury (see [[Large-Area Injury]]).


[[Category:Combat]]
[[Category:Combat]]
[[Category:Rules]]
[[Category:Rules]]
[[Category:Techniques]]

Latest revision as of 05:12, 3 September 2021

This page has not been finished up!

NOTE: All of this will be in Martial Arts: Techniques unless the technique appears only on Basic Set.

Special Unarmed Combat Techniques

Here are some additional options for unarmed fighters who are not content merely to punch, kick, and grapple. Most require Brawling, Judo, Karate, or Wrestling skill. You can improve your ability with some of these techniques – see Sample Combat Techniques.

Arm Lock

See Arm Lock (Martial Arts: Techniques).

Choke Hold

See Choke Hold (Disambiguation page).

Elbow Strike

See Elbow Strike (Martial Arts: Techniques).

Knee Strike

This is a vicious, snapping blow with the knee. Unlike a kick, it only has reach C. Roll against Brawling-1 or Karate-1 to hit. If you have grap- pled your target, he defends at -2 . . . and if you grappled from the front, you may attack his groin at no penal- ty! On a hit, roll your usual kicking damage.

Lethal Strike

This is a blow that focuses all of your strength onto a single narrow point: a toe, a few stiffened fingers, etc. It is an option for any punch or kick with Karate. Roll against Karate to hit, but at -2 over and above any other penalties. You get -1 to damage, but your blow is piercing instead of crushing. This lets you target the vitals or eyes! There is a down side: the Hurting Yourself rule (p. 379) applies if your target has DR 1+ (as opposed to DR 3+).

Neck Snap or Wrench Limb

This brute-force technique consists of grabbing and suddenly twisting the victim’s head to break the neck, or a limb to dislocate or break it.

You must first grapple your oppo- nent by the neck or desired limb using both hands; see Grappling (p. 370). Your victim may attempt to break free on his turn. If he fails, then on your next turn, roll a Quick Contest: your ST-4 vs. the higher of your victim’s ST or HT. If you win, you inflict swing/crushing damage on the neck or limb. Damage to the neck has the usual ¥1.5 wounding modifier for hit location. The target’s natural DR (unless it has the Tough Skin limita- tion) and the DR of his rigid armor protect normally. Flexible armor has no effect!

You may make repeated attempts on successive turns, but your oppo- nent may attack you or attempt to break free, subject to the usual limita- tions of being grappled.

Trampling

You can trample a victim if your Size Modifier exceeds his by 2 or more – or by only 1, if he's lying prone and you're not.

Trampling is a melee attack: roll vs. the higher of DX or Brawling to hit. The victim's only legal defense is a dodge. If you hit, you inflict thrust/crushing damage based on your ST; if you have Hooves, add +1 per die of damage.

If you knock down a foe in a collision or slam and keep on moving, you automatically overrun and trample your opponent. Do not make any attack or defense rolls – roll damage immediately, based on half your ST, rounded down.

In all cases, if your SM exceeds your victim's by 3 or more, don't worry about hit location – your attack counts as a large-area injury (see Large-Area Injury).