Weaponless Tactics

Dodge

Dexterity or Combat
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.

Bare Handed Parries

Combat
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.

Kick

Dexterity
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.

Grapple

Combat
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 Hold

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.

Breaking a Hold

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.

(Grapple) Strike

Combat
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.

(Grapple) Throw

Combat
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.

(Grapple) Disarm

Combat
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.

(Grapple) Take

Combat
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.

(Grapple) Control

Combat
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.

(Grapple) Control/Break

Combat
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.

Tackle

Combat
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.

(Tackle) Control

Combat
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.

(Tackle) Squeeze

Combat
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.
 

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updated on:   11 Feb 1999