Weaponless Tactics
- Familiarity with weaponless evasion techniques. This tactic allows a test, using either
the characters Dexterity or Combat Proficiency, against a difficulty level equal to
1/10TH (round down) of the opponents percentage chance to hit before the attack
roll. Success indicates that the blow was entirely averted. Failure allows the opponent to
strike with an additional +10% bonus to hit
probability.
- Parrying weapons with the hands is accomplished as in the Active
Parry, Off-Hand Parry or Grapple tactics
as listed. However, if the opponent successfully penetrates the defensive tactics and
scores a hit, an additional hit is automatically registered to the parrying limb. The
attacker will therefor make damage and critical hit rolls twice, once for the parrying
limb and once for the Hit Location determined by the usual manner. Character's performing
this tactic with the Grapple weapons skill successfully (not getting hit by the attacker)
are considered to have made a successful Grapple on the attacking limb. Such defenders may
continue with any of the two-blow (or three-blow) grapple tactical skills in their next
blow.
- Proficiency with the offensive use of the foot in combat. This tactic is typically
utilized in support of a light weight weapon to induce a bash result or to
bring a more damaging weapon to bare in weaponless combat. This tactic utilizes the attack
matrix percentage for the utilized weapon, increasing the to hit percentage by +˝Dexterity% and a +2˝%
bonus (round down) for each level of advanced proficiency with the weapon style. Execution
of this tactic is limited to not more frequently than once every third blow.
- Proficiency in the offensive engagement of an opponent with the open hand resulting in
grabbing that opponent. This tactic may be used either offensively or defensively (as a
Parry). This tactic utilizes the attack matrix percentage for the attack mode (two or
one-handed) and body part targeted, increasing the to hit percentage by +Combat% and a +5% bonus
for each level of advanced proficiency with the Grapple Style. The result of a successful
Grapple Attack is The Hold (see below). If a Bash is indicated by the attack die
roll (ending in x0 or x5) this Bash is resolved using the attackers Vigor in the
usual manner. The Grapple Attack does not inflict any damage, so location and critical
determinations are not usually necessary. If required the Critical
Hit (Piercing) Tables may be used to determine grab locations.
- The result of a successful Grapple is that the attacker has a firm hold on some part of
his opponent. This hold may be maintained for a period of time equal to the holder's Vigor
rating in seconds. The victim may attempt to break the hold after this time passes. A held
opponent significantly modifies attack options:
Body Part Held |
Available Attack Options (Modifier) |
Head |
Off-Hand Attack (+5%),
Normal Attack (+5%), Any Grapple (+5%), Any Tackle (+0%) |
Weapon Arm |
Off-Hand Attack (+10%), Kick
(+5%), Any One-handed Grapple (+5%) |
Non-Weapon Arm |
Normal Attack (+10%), Kick (+5%), Any One-handed Grapple (+5%) |
Body |
Normal Attack (-10%),
Off-Hand Attack (-10%), Any Grapple (-5%), Any Tackle (-5%) |
Leg |
Normal Attack (-5%),
Off-Hand Attack (-5%), Any Grapple (+0%) |
If the opponent has committed to an attack tactic that is no longer available, the blow
is lost. The completion of a multi-blow grapple attack often affords the victim an
opportunity to break the hold, see the description of each tactic for details.
- To attempt to break a (grapple) hold the victim rolls a Combat test with difficulty
equal to the holder's Combat / 4. Failure to break a hold allows the grappler to
maintain his hold for a period of time equal to the holder's Vigor rating in seconds.
Additional attempts may be made with each attempt increasing the Difficulty rating of the
test by +1D.
- The ability to deliver an attack blow while holding the opponent (usually with the off
hand). This tactic utilizes the attack matrix percentage for a one-handed (off hand)
grapple and body part targeted, increasing the to hit percentage by +˝Combat% and a +2˝%
bonus for each level of advanced proficiency with the Grapple weapon. This attack (when
successful) generates the hold and allows the attacker an improved
attack in the next blow. Failure in the first blow terminates the tactic - the second blow
is not expended.
- The second blow then utilizes the attack matrix percentage for the utilized weapon,
increasing the to hit percentage by +Combat% and a +5% bonus for each level of advanced proficiency with that
weapon style and an additional +10% to hit. The
defender may NOT utilize a defensive tactic to counter such a blow. A Critical Hit
is delivered on a hit location roll of x7 in addition
to any other digits already available. The hold is automatically broken following this
tactic.
- The ability to transfer the energy of an opponents motion so as to throw him to the
ground. This tactic utilizes the attack matrix percentage for a two-handed grapple and
body part targeted, increasing the to hit percentage by +Combat%
and a +5% bonus for each level of advanced proficiency
with the Grapple weapon. This attack (when successful) generates the hold
and allows the attacker to toss the opponent in the next blow. Failure in the first blow
terminates the tactic - the second blow is not expended.
- The second blow toss is an automatic Bash at
the attacker's Vigor, adding one to the die roll for each level of advanced
proficiency with the Grapple weapon. The defender may NOT utilize a defensive
tactic to counter such a blow. The hold is automatically broken following this tactic.
- The implementation of a painful hold to cause an opponent to drop his weapon. This
tactic utilizes the attack matrix percentage for the attack mode (two or one-handed) and
body part targeted, increasing the to hit percentage by +Combat%
and a +5% bonus for each level of advanced proficiency
with the Grapple weapon. This attack (when successful) generates the hold
and allows the attacker to disarm the opponent in the next blow. Failure in the first blow
terminates the tactic - the second blow is not expended.
- The second blow disarm is a test against Combat with difficulty equal to the
weapon's base speed (matrix "blows" column). Remember to add one to the Combat score for each level of advanced training
in Grapple for purposes of this test (standard skill test procedure). Failure indicates
that the disarm was avoided and the hold broken. Success indicates that the opponent's
weapon is dropped to the ground, the opponent may then attempt to break
the hold. An unbroken hold may be maintained or dropped at the holders discretion.
- The ability to take an opponent's weapon from him (usually with the off hand). This
tactic utilizes the attack matrix percentage for a one-handed (off-hand) grapple to the
opposing weapon arm, increasing the to hit percentage by +˝Combat%
and a +2˝% bonus for each level of advanced
proficiency with the Grapple weapon. This attack (when successful) generates the hold and allows the attacker to disarm the opponent in the next blow.
Failure in the first blow terminates the tactic - the second blow is not expended.
- The second blow disarm is a test against Combat with difficulty equal to the
enemies Strength / 4. Remember to add one to the
Combat score for each level of advanced training in Grapple for purposes of this test
(standard skill test procedure). Failure indicates that the disarm was avoided and the
hold broken. Success indicates that the opponent's weapon is removed into the possession
of the attacker, the opponent may then attempt to break the hold. An
unbroken hold may be maintained or dropped at the holders discretion.
- The ability to grab an opponent and so twist and manipulate the body so as to subdue
him. This tactic utilizes the attack matrix percentage for a two-handed grapple,
increasing the to hit percentage by +Combat% and a +5% bonus for each level of advanced proficiency with the
Grapple weapon. This attack (when successful) generates the hold and
allows the attacker to control the opponent in the next blow. Failure in the first blow
terminates the tactic - the second blow is not expended.
- The second blow control is a test against Combat with difficulty equal to
the enemies Constitution / 4. Remember to add one to
the Combat score for each level of advanced training in Grapple for purposes of this test
(standard skill test procedure). Success indicates that the opponent has been physically
subdued through superior position, painful hold, etcetera. Failure indicates that control
was avoided and gives the opponent an opportunity to break the hold.
An unbroken hold may be maintained or dropped at the holders discretion.
- The ability to grab an opponent's limb or head and so twist and manipulate the body so
as to subdue him and then applying specific physical force to break bones. This tactic
utilizes the attack matrix percentage for a two-handed grapple against an
arm, leg or head increasing the to hit percentage by +Combat%
and a +5% bonus for each level of advanced proficiency
with the Grapple weapon. This attack (when successful) generates the hold
and allows the attacker to control the opponent in the next blow. Failure in the first
blow terminates the tactic - the second blow is not expended.
The second blow control is a test against Combat with difficulty equal to the
enemies Constitution / 4. Remember to add one to the
Combat score for each level of advanced training in Grapple for purposes of this test
(standard skill test procedure). Success indicates that the opponent has been physically
subdued through superior position and/or painful hold with the opportunity for the
attacker to break the limb. Failure indicates that control was avoided and gives the
opponent an opportunity to break the hold and terminates the tactic
- the third blow is not expended. An unbroken hold may be maintained or dropped at the
holders discretion.
The third blow break is a test against Combat with difficulty equal to
the enemies Constitution / 3. Remember to add one to
the Combat score for each level of advanced training in Grapple for purposes of this test
(standard skill test procedure). Success indicates that the opponent's limb or neck as
appropriate has been broken. This translates into Combat / 4 points of critical damage to
the affected body part. Failure indicates that the break was avoided and gives the
opponent an opportunity to break the hold. An unbroken hold may be
maintained or dropped at the holders discretion.
- The ability to wrap an opponent with the limbs and body to bash him to the ground. This
tactic utilizes the attack matrix percentage for a tackle increasing the to hit percentage
by +Combat% and a +5%
bonus for each level of advanced proficiency with the Tackle or Brawl style. This attack
(when successful) generates a bash at two points (+2) higher that the attackers Vigor
rating to both combatants. Failure results in a bash to the attacker at
his own Vigor rating.
- The ability to wrap an opponent with the limbs and body to bash him to the ground, and
keep him there. This tactic utilizes the attack matrix percentage for a tackle increasing
the to hit percentage by +Combat% and a +5% bonus for each level of advanced proficiency with the
Tackle style. This attack (when successful) generates a temporary hold on the opponent
allowing for the second blow of this tactic to continue. Failure results in a bash to the
attacker at his own Vigor rating.
The second blow control is a test against Combat with difficulty equal to the enemies
Combat / 4. Remember to add one to the Combat score
for each level of advanced training in the applicable style for purposes of this test
(standard skill test procedure). Success indicates that both combatants are thrown to the
ground, with the defender on the bottom under the physical control of the attacker.
Failure generates a bash at two points (+2) higher that the attackers Vigor rating to both
combatants.
- The ability to wrap an opponent with the limbs and body, and squeeze the stuffing out of
him. This tactic utilizes the attack matrix percentage for a tackle increasing the to hit
percentage by +˝Combat% and a +2˝% bonus for each level of advanced proficiency with the
Tackle or Brawl style. This attack (when successful) generates a temporary hold on the
opponent allowing for the second blow of this tactic to continue. Failure results in a
bash to the attacker at his own Vigor rating.
The second blow control is a test against Combat with difficulty equal to the victim's
Combat / 4. Remember to add one to the Combat score
for each level of advanced training in the applicable style for purposes of this test
(standard skill test procedure). Success indicates that the attacker has successfully
positioned himself for the squeeze, wrapped around the torso. Failure generates a bash at
the attackers Vigor rating to both combatants and separates them.
The third blow squeeze is a test against Strength with a difficulty equal to the victim's
Constitution / 3. Remember to add one to the Combat
score for each level of advanced training in the applicable style for purposes of this
test (standard skill test procedure). Success indicates that the attacker has begun
applying damage to the victim. This attack does the attackers Vigor points of Stamina
damage every 20 seconds (combat turn). There is an (attackers Strength - defenders
Constitution)% chance of doing critical damage - make a separate percentage roll. Use the Torso Critical Hit (bashing) Table to determine the
details of such damage. Failure generates a bash at the attackers Vigor rating to both
combatants and separates them.
|