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=== | ||
See [[Arm Lock]] (Martial Arts: Techniques). | |||
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===Choke Hold=== | ===Choke Hold=== | ||
See [[Choke Hold]] (Disambiguation page). | |||
===Elbow Strike=== | ===Elbow Strike=== | ||
See [[Elbow Strike]] (Martial Arts: Techniques). | |||
===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).