Combat Maneuvers: Difference between revisions

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''This house rule ensures that PCs that use good tactics actually have the Tactics skill.  It makes use of an idea for "Untrained Fighters" given in [http://www.sjgames.com/gurps/books/martialarts/ GURPS Martial Arts 4th edition] p. 113.''
''This house rule ensures that characters untrained in combat behave as such.  It elaborates on an optional rule for "Untrained Fighters" given in [http://www.sjgames.com/gurps/books/martialarts/ GURPS Martial Arts 4th edition] p. 113.  To that end, some combat maneuvers now have a combat skill prerequisite.  Note that it is only necessary to have a single combat skill at the requisite level to use a maneuver--melee or unarmed for melee combat maneuvers, ranged weapon for ranged combat maneuvers.  E.g. if you have Brawling at DX level, then you can use all of the melee combat maneuvers that require DX skill level, even if you're using a sword at default and your sword skill is only 5.  An exception is for PCs that have zero points in melee or ranged combat skills: they must have the requisite skill level in whatever skill they're attempting to use (at default) at the time.  See the table below (which is a modification of the [http://westmarchsaga.wikia.com/wiki/Quick_Reference_Table_of_Combat Quick Reference Table of Combat]).''


===Tactics===
''Having at least one melee/unarmed and one ranged weapon skill at DX level means you have access to all possible combat maneuvers, making this house rule moot for such a character.''
'''IQ/Hard''' <br>
<span style="color:fuchsia"> ''Defaults:  IQ-6 or Strategy (any)-6'' </span>
 
In addition to B224, if you have Tactics at IQ level, then the GM must reveal your attacker's melee-combat rolls.  This is an attempt to model people with Tactics training determining if an opponent is superior or just getting lucky.  GM's that don't want to show their die rolls should at least provide the PC with information like "He hasn't connected yet, but it's obvious that he's at least your equal." or "Even though he's getting the best of you, you're convinced he's not had formal combat training."
 
Furthermore, some combat maneuvers now have a Tactics skill prerequisite.  See the table below (which is a modification of the [http://westmarchsaga.wikia.com/wiki/Quick_Reference_Table_of_Combat Quick Reference Table of Combat]).


=== Combat Maneuvers ===
=== Combat Maneuvers ===
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!Movement
!Movement
!Defense
!Defense
!Tactics Prerequisite
!Skill Level
|-
|-
!Attacks
!Attacks
Line 25: Line 19:
|1 step
|1 step
|Any Active Defense
|Any Active Defense
|none
|DX-5
|-
|-
|All-Out Attack
|All-Out Attack
Line 31: Line 25:
|1/2 Move forward; must be before attack
|1/2 Move forward; must be before attack
|No Active Defenses
|No Active Defenses
|8
|DX-4
|-
|-
|Committed Attack
|Committed Attack
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|1 step; 2 steps at -2 to attack
|1 step; 2 steps at -2 to attack
|Cannot defend with limb used to attack and any other Active Defense is at -2; cannot retreat
|Cannot defend with limb used to attack and any other Active Defense is at -2; cannot retreat
|10
|DX
|-
|-
|Defensive Attack
|Defensive Attack
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|1 step
|1 step
|Any Active Defense; +1 to Parry or Block;<br> or Parry with a U weapon
|Any Active Defense; +1 to Parry or Block;<br> or Parry with a U weapon
|10
|DX
|-
|-
|All-Out Defense
|All-Out Defense
Line 49: Line 43:
|1 step; or 1/2 move if +2 Dodge
|1 step; or 1/2 move if +2 Dodge
|Any Active Defense; +2 to Dodge or Parry or Block;<br> or use two Active Defenses against a single attack
|Any Active Defense; +2 to Dodge or Parry or Block;<br> or use two Active Defenses against a single attack
|8
|DX-4
|-
|-
!Attacks while moving
!Attacks while moving
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|Full move; may attack at any time
|Full move; may attack at any time
|Block or Dodge; Cannot Retreat
|Block or Dodge; Cannot Retreat
|8
|DX-5
|-
|-
|Move and Attack (Ranged)
|Move and Attack (Ranged)
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|Full move; may attack at any time
|Full move; may attack at any time
|Block or Dodge; Cannot Retreat
|Block or Dodge; Cannot Retreat
|8
|DX-5
|-
|-
|Move and Attack (Slam)
|Move and Attack (Slam)
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|Full move and attack at end
|Full move and attack at end
|Block or Dodge; Cannot Retreat
|Block or Dodge; Cannot Retreat
|8
|DX-4
|-
|-
|Move and All-Out Attack (Slam)
|Move and All-Out Attack (Slam)
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|Full move and attack at end
|Full move and attack at end
|No Active Defenses
|No Active Defenses
|8
|DX-4
|-
|-
!Movement
!Movement
Line 84: Line 78:
|Full move
|Full move
|Any Active Defense
|Any Active Defense
|none
|n/a
|-
|-
|Change Posture
|Change Posture
Line 90: Line 84:
|None
|None
|Any Active Defense
|Any Active Defense
|none
|n/a
|-
|-
!Preparations
!Preparations
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|Step
|Step
|Any Active Defense
|Any Active Defense
|none
|DX-6
|-
|-
|Aim
|Aim
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|Step
|Step
|Any Active Defense, but lose Aim bonus
|Any Active Defense, but lose Aim bonus
|none
|DX-5
|-
|-
|Evaluate
|Evaluate
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|Step
|Step
|Any Active Defense, at +1 against specific target's attacks
|Any Active Defense, at +1 against specific target's attacks
|8
|DX-5
|-
|-
|Concentrate
|Concentrate
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|Step
|Step
|Any Active Defense, but potentially lose concentration
|Any Active Defense, but potentially lose concentration
|none
|n/a
|-
|-
!Specials
!Specials
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|None
|None
|Any Active Defense
|Any Active Defense
|none
|n/a
|-
|-
|Wait
|Wait
Line 130: Line 124:
|as per triggered maneuver
|as per triggered maneuver
|as per triggered maneuver
|as per triggered maneuver
|8
|n/a
|}
|}


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!Attack Options
!Attack Options
!Effect
!Effect
!Tactics Prerequisite
!Skill Level
|-
|-
|Feint
|Feint
|Give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's Active Defense against your next attack;<br>
|Give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's Active Defense against your next attack;<br>
or give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's next Attack against you
or give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's next Attack against you
|10
|DX
|-
|-
|Deceptive Attack
|Deceptive Attack
|Take -2 to attack per -1 on any of opponent's Active Defenses against that melee attack;<br>
|Take -2 to attack per -1 on any of opponent's Active Defenses against that melee attack;<br>
or take -2 to attack per -1 to a target's Dodge against a ranged attack
or take -2 to attack per -1 to a target's Dodge against a ranged attack
|10
|DX
|-
|-
|Telegraphed Attack
|Telegraphed Attack
|Take a +4 to attack and give opponent a +2 on all Active Defenses against that melee attack
|Take a +4 to attack and give opponent a +2 on all Active Defenses against that melee attack
|none
|DX-6
|-
|-
|Rapid Strike
|Rapid Strike
|Once per turn, give up an attack to attack with a melee weapon to attack twice at -6<br>
|Once per turn, give up an attack to attack with a melee weapon to attack twice at -6<br>
|10
|DX
|-
|-
|Dual-Weapon Strike
|Dual-Weapon Strike
|give up an attack with a melee weapon or pistol to attack with a weapon in each hand at -4
|give up an attack with a melee weapon or pistol to attack with a weapon in each hand at -4
|10
|DX-5
|-
|-
|Extra Attack
|Extra Attack
|Take an extra attack.  You must have a specific advantage to do this.
|Take an extra attack.  You must have a specific advantage to do this.
|none
|n/a
|}
|}


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!Active Defenses
!Active Defenses
!Effect
!Effect
!Tactics Prerequisite
!Skill Level
|-
|-
|Parry
|Parry
|One per arm.  Can only cancel melee attacks or thrown weapons.  Additional parries are -4 per arm repeated.
|One per arm.  Can only cancel melee attacks or thrown weapons.  Additional parries are -4 per arm repeated.
|none
|DX-6
|-
|-
|Cross parry
|Cross parry
|Requires a weapon in each hand, and can not make any further Active Defenses with those limbs.  Make a parry at +2
|Requires a weapon in each hand, and can not make any further Active Defenses with those limbs.  Make a parry at +2
|12
|DX-5
|-
|-
|Supported parry
|Supported parry
|Support a weapon parry with an empty hand.  Cannot make any further Active Defenses with those limbs.  Make a parry at +1
|Support a weapon parry with an empty hand.  Cannot make any further Active Defenses with those limbs.  Make a parry at +1
|12
|DX-5
|-
|-
|Block
|Block
|One per arm with a shield.  Can cancel any attack.  Additional blocks are at -5 each.
|One per arm with a shield.  Can cancel any attack.  Additional blocks are at -5 each.
|none
|DX-6
|-
|-
|Dodge
|Dodge
|Can cancel any attack.  No penalties for additional dodges.
|Can cancel any attack.  No penalties for additional dodges.
|none
|DX-6
|-
|-
|Acrobatic Dodge
|Acrobatic Dodge
|Can cancel any attack.  Only one attempt per turn.  Roll Acrobatics; success gives Dodge +2 and failure gives Dodge -2.
|Can cancel any attack.  Only one attempt per turn.  Roll Acrobatics; success gives Dodge +2 and failure gives Dodge -2.
|none
|DX-6
|}
|}


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!Movement
!Movement
!Effect
!Effect
!Tactics Prerequisite
!Skill Level
|-
|-
|Retreat
|Retreat
|1 step directly away from opponent
|1 step directly away from opponent
| +3 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks<br>or +1 to Block or Parry against melee attacks
| +3 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks<br>or +1 to Block or Parry against melee attacks
|8
|DX-6
|-
|-
|Dive or Drop
|Dive or Drop
|Go prone in current space
|Go prone in current space
| +3 to Dodge against ranged attacks<br>or +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks<br>or +0 to Block or Parry against melee attacks
| +3 to Dodge against ranged attacks<br>or +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks<br>or +0 to Block or Parry against melee attacks
|8
|DX-6
|-
|-
|Sideslip
|Sideslip
|1 step in any direction except directly toward or away from opponent
|1 step in any direction except directly toward or away from opponent
| +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks<br>or +0 to Block or Parry against melee attacks
| +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks<br>or +0 to Block or Parry against melee attacks
|12
|DX-5
|-
|-
|Slip
|Slip
|1 step directly toward opponent
|1 step directly toward opponent
| +1 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks<br>or -1 to Block or Parry against melee attacks
| +1 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks<br>or -1 to Block or Parry against melee attacks
|12
|DX-5
|-
|-
|Sacrificial Dodge
|Sacrificial Dodge
|1 step between an ally and a foe
|1 step between an ally and a foe
|Roll a Dodge.  Success means attack meant for ally hits you instead.
|Roll a Dodge.  Success means attack meant for ally hits you instead.
|10
|DX-6
|-
|-
|Low Line Parry
|Low Line Parry
|No movement
|No movement
|Counts a parry for maneuvers that limit parries and requires at least 2 functional legs.  Roll a parry against an attack below the waist.
|Counts a parry for maneuvers that limit parries and requires at least 2 functional legs.  Roll a parry against an attack below the waist.
|12
|DX-5
|}
|}


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!Action
!Action
!Effect
!Effect
!Tactics Prerequisite
!Skill Level
|-
|-
|Break Free
|Break Free
|After being grappled, initiate a Quick Contest of ST.  On a win, the grapple ends and you may Step in any direction.
|After being grappled, initiate a Quick Contest of ST.  On a win, the grapple ends and you may Step in any direction.
|none
|n/a
|-
|-
|Arm Lock
|Arm Lock
|After a Judo parry or grappling an arm, attack with Judo or Wrestle.  If successful, victim's arm is pinned.  On subsequent turns, initiate contest of Judo/Wrestle vs Judo/Wrestle or ST as a free action and do Margin of Success crushing damage to victim's arm.
|After a Judo parry or grappling an arm, attack with Judo or Wrestle.  If successful, victim's arm is pinned.  On subsequent turns, initiate contest of Judo/Wrestle vs Judo/Wrestle or ST as a free action and do Margin of Success crushing damage to victim's arm.
|none
|DX-2
|-
|-
|Judo Throw
|Judo Throw
|After a Judo parry or a grapple, attack with Judo.  If successful, opponent is prone and must roll HT or be stunned.  Roll at -1 to do thrust/crushing damage to victim.  If the opponent is in a lock, do swing/crushing damage to the body part in the lock.
|After a Judo parry or a grapple, attack with Judo.  If successful, opponent is prone and must roll HT or be stunned.  Roll at -1 to do thrust/crushing damage to victim.  If the opponent is in a lock, do swing/crushing damage to the body part in the lock.
|none
|DX-2
|-
|-
|Choke
|Choke
|After grappling the neck, initiate a Quick contest of ST vs ST or HT.  Do Margin of Success crushing damage to victim's neck and suffocate him (1 FP/turn)
|After grappling the neck, initiate a Quick contest of ST vs ST or HT.  Do Margin of Success crushing damage to victim's neck and suffocate him (1 FP/turn)
|none
|n/a
|-
|-
|Choke Hold
|Choke Hold
|Grapple the neck from behind.  On subsequent turns, initiate a Quick Contest of ST+3 vs ST or HT.  Do Margin of Success crushing or fatigue damage to opponent's neck.  Using a weapon gives a +1 or more on the Quick Contest (and swords can doing cutting damage).
|Grapple the neck from behind.  On subsequent turns, initiate a Quick Contest of ST+3 vs ST or HT.  Do Margin of Success crushing or fatigue damage to opponent's neck.  Using a weapon gives a +1 or more on the Quick Contest (and swords can doing cutting damage).
|none
|DX-5
|-
|-
|Neck Snap or Wrench Limb
|Neck Snap or Wrench Limb
|After grappling a foe's limb or neck, initiate a Quick Contest of ST-4 versus ST or HT.  If you win, do swing/crushing damage to the limb or neck.
|After grappling a foe's limb or neck, initiate a Quick Contest of ST-4 versus ST or HT.  If you win, do swing/crushing damage to the limb or neck.
|none
|n/a
|-
|-
|Takedown
|Takedown
|After grappling a standing foe, initiate a Quick Contest of ST, DX, or Grappling skill vs ST, DX, or Grappling skill.  Loser falls prone and loses any grapple.
|After grappling a standing foe, initiate a Quick Contest of ST, DX, or Grappling skill vs ST, DX, or Grappling skill.  Loser falls prone and loses any grapple.
|none
|n/a
|-
|-
|Pin
|Pin
|After grappling a prone opponent's torso, initiate a Regular Contest of ST.  If you win, your opponent is pinned and helpless.  Nothing happens on a lose or tie.
|After grappling a prone opponent's torso, initiate a Regular Contest of ST.  If you win, your opponent is pinned and helpless.  Nothing happens on a lose or tie.
|none
|n/a
|}
|}


==See Also==
==See Also==


[[2d Damage]] | [[Detect Lies]] | [[Interrogation]] | [[Meditation]] | [[Tactics]]
[[2d Damage]] optional | [[Detect Lies]] | [[Interrogation]] | [[Meditation]] | [[Stealth]] | [[Tactics]]
 
[[GURPS SPACE: Star Trek: Aurora |STA main page]]
 


[[Category: Image's House Rules]]
[[Category: Image's House Rules]]
[[Category: STA Player Information]]

Latest revision as of 05:59, 1 May 2010

This house rule ensures that characters untrained in combat behave as such. It elaborates on an optional rule for "Untrained Fighters" given in GURPS Martial Arts 4th edition p. 113. To that end, some combat maneuvers now have a combat skill prerequisite. Note that it is only necessary to have a single combat skill at the requisite level to use a maneuver--melee or unarmed for melee combat maneuvers, ranged weapon for ranged combat maneuvers. E.g. if you have Brawling at DX level, then you can use all of the melee combat maneuvers that require DX skill level, even if you're using a sword at default and your sword skill is only 5. An exception is for PCs that have zero points in melee or ranged combat skills: they must have the requisite skill level in whatever skill they're attempting to use (at default) at the time. See the table below (which is a modification of the Quick Reference Table of Combat).

Having at least one melee/unarmed and one ranged weapon skill at DX level means you have access to all possible combat maneuvers, making this house rule moot for such a character.

Combat Maneuvers

Choose one maneuver on your turn. A character who is Stunned must choose the Do Nothing maneuver.

Action Description Movement Defense Skill Level
Attacks Extra Attack, Feint, Deceptive or Telegraphed Attack, Dual-Weapon Attack, or Rapid Strike are options
Attack Make 1 attack 1 step Any Active Defense DX-5
All-Out Attack Make two melee attacks;
or 1 melee attack at +4 to hit;
or 1 melee attack at +2 damage;
or gain 1 hex reach on a melee attack;
or make 1 ranged attack at +1;
or Feint and make a Ranged Attack ;
or use Suppression Fire
1/2 Move forward; must be before attack No Active Defenses DX-4
Committed Attack Make 1 melee attack at +2 to hit;
or 1 attack at +1 damage
1 step; 2 steps at -2 to attack Cannot defend with limb used to attack and any other Active Defense is at -2; cannot retreat DX
Defensive Attack Make 1 melee attack at -2 damage 1 step Any Active Defense; +1 to Parry or Block;
or Parry with a U weapon
DX
All-Out Defense Do not attack at all 1 step; or 1/2 move if +2 Dodge Any Active Defense; +2 to Dodge or Parry or Block;
or use two Active Defenses against a single attack
DX-4
Attacks while moving Extra Attack, Deceptive or Telegraphed Attack, or Dual-Weapon Attack are options
Move and Attack (Melee) While moving, attack at -4 with a maximum skill of 9 Full move; may attack at any time Block or Dodge; Cannot Retreat DX-5
Move and Attack (Ranged) Move and make a ranged attack with weapon's Bulk as a penalty Full move; may attack at any time Block or Dodge; Cannot Retreat DX-5
Move and Attack (Slam) Move and knock down a target by rolling under DX, Brawling, Shield, or Sumo Wrestling Full move and attack at end Block or Dodge; Cannot Retreat DX-4
Move and All-Out Attack (Slam) Move and knock down a target by rolling under DX, Brawling, Shield, or Sumo Wrestling; get a +4 bonus or Feint and knock down or get +2 damage bonus Full move and attack at end No Active Defenses DX-4
Movement
Move Move and do not attack Full move Any Active Defense n/a
Change Posture Switch from standing to sitting, kneeling, crawling, lying prone, or lying face up
or switch from crawling, kneeling, or sitting to standing or lying down
or switch from lying down to crawling, kneeling, or sitting
None Any Active Defense n/a
Preparations
Ready Prepare a weapon or item to be used Step Any Active Defense DX-6
Aim Get a cumulative +2 bonus to hit a specific target with a ranged weapon per aim maneuver, up a maximum of Acc + 6. Step Any Active Defense, but lose Aim bonus DX-5
Evaluate Get a cumulative +2 bonus to a hit a specific target with a melee weapon per evaluate maneuver, up to a maximum of +6 (not cumulative with Telegraphed attack) Step Any Active Defense, at +1 against specific target's attacks DX-5
Concentrate Prepare a spell or special power for use Step Any Active Defense, but potentially lose concentration n/a
Specials
Do Nothing Don't do anything None Any Active Defense n/a
Wait Wait for something to happen and then take an All-Out Attack (Melee), Committed Attack, Attack, Defensive Attack, or All-Out Attack (Ranged) maneuver as per triggered maneuver as per triggered maneuver n/a

Attack Options

These effects may be combined if the maneuver allows them, except for Rapid Strike and Dual-Weapon Attack are mutually exclusive. Weapon Masters and Trained by a Master halves the penalty for Rapid Strike and Dual-Weapon Attack.

Attack Options Effect Skill Level
Feint Give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's Active Defense against your next attack;

or give up an attack to make a contest of Weapon skills: your Margin of Success is a penalty on opponent's next Attack against you

DX
Deceptive Attack Take -2 to attack per -1 on any of opponent's Active Defenses against that melee attack;

or take -2 to attack per -1 to a target's Dodge against a ranged attack

DX
Telegraphed Attack Take a +4 to attack and give opponent a +2 on all Active Defenses against that melee attack DX-6
Rapid Strike Once per turn, give up an attack to attack with a melee weapon to attack twice at -6
DX
Dual-Weapon Strike give up an attack with a melee weapon or pistol to attack with a weapon in each hand at -4 DX-5
Extra Attack Take an extra attack. You must have a specific advantage to do this. n/a

Active Defenses

Normally, only 1 Active Defense can be attempted against a single attack. Some maneuvers prevent a defender from using certain Active Defenses. All Active Defense are at a -4 penalty while Stunned. Multiple uses of the same Active Defense in a turn accumulate penalties that are zeroed at the start of character's turn.

Weapon Masters and Trained by a Master halve multiple parry/block penalties. Fencing weapons, long two-handed weapons, or mobile unarmed skills (Boxing, Karate, or Judo) also halve multiple parry penalties. Effects are cumulative (-1 penalty for multiple parries).

Active Defenses Effect Skill Level
Parry One per arm. Can only cancel melee attacks or thrown weapons. Additional parries are -4 per arm repeated. DX-6
Cross parry Requires a weapon in each hand, and can not make any further Active Defenses with those limbs. Make a parry at +2 DX-5
Supported parry Support a weapon parry with an empty hand. Cannot make any further Active Defenses with those limbs. Make a parry at +1 DX-5
Block One per arm with a shield. Can cancel any attack. Additional blocks are at -5 each. DX-6
Dodge Can cancel any attack. No penalties for additional dodges. DX-6
Acrobatic Dodge Can cancel any attack. Only one attempt per turn. Roll Acrobatics; success gives Dodge +2 and failure gives Dodge -2. DX-6

Retreat Options

No character can retreat more than once per turn. Some maneuvers or postures do not allow retreats. It is never legal to retreat into obstructed terrain.

Retreat Options Movement Effect Skill Level
Retreat 1 step directly away from opponent +3 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks
or +1 to Block or Parry against melee attacks
DX-6
Dive or Drop Go prone in current space +3 to Dodge against ranged attacks
or +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks
or +0 to Block or Parry against melee attacks
DX-6
Sideslip 1 step in any direction except directly toward or away from opponent +2 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks
or +0 to Block or Parry against melee attacks
DX-5
Slip 1 step directly toward opponent +1 to Dodge, Fencing Parry, or Mobile Unarmed Parry against melee attacks
or -1 to Block or Parry against melee attacks
DX-5
Sacrificial Dodge 1 step between an ally and a foe Roll a Dodge. Success means attack meant for ally hits you instead. DX-6
Low Line Parry No movement Counts a parry for maneuvers that limit parries and requires at least 2 functional legs. Roll a parry against an attack below the waist. DX-5

Grappling

Grapples are initiated by any attack maneuver at Close Combat range. Any Active Defense will cancel a Grapple attempt. The following actions are attack options after a Grapple has been started.

Action Effect Skill Level
Break Free After being grappled, initiate a Quick Contest of ST. On a win, the grapple ends and you may Step in any direction. n/a
Arm Lock After a Judo parry or grappling an arm, attack with Judo or Wrestle. If successful, victim's arm is pinned. On subsequent turns, initiate contest of Judo/Wrestle vs Judo/Wrestle or ST as a free action and do Margin of Success crushing damage to victim's arm. DX-2
Judo Throw After a Judo parry or a grapple, attack with Judo. If successful, opponent is prone and must roll HT or be stunned. Roll at -1 to do thrust/crushing damage to victim. If the opponent is in a lock, do swing/crushing damage to the body part in the lock. DX-2
Choke After grappling the neck, initiate a Quick contest of ST vs ST or HT. Do Margin of Success crushing damage to victim's neck and suffocate him (1 FP/turn) n/a
Choke Hold Grapple the neck from behind. On subsequent turns, initiate a Quick Contest of ST+3 vs ST or HT. Do Margin of Success crushing or fatigue damage to opponent's neck. Using a weapon gives a +1 or more on the Quick Contest (and swords can doing cutting damage). DX-5
Neck Snap or Wrench Limb After grappling a foe's limb or neck, initiate a Quick Contest of ST-4 versus ST or HT. If you win, do swing/crushing damage to the limb or neck. n/a
Takedown After grappling a standing foe, initiate a Quick Contest of ST, DX, or Grappling skill vs ST, DX, or Grappling skill. Loser falls prone and loses any grapple. n/a
Pin After grappling a prone opponent's torso, initiate a Regular Contest of ST. If you win, your opponent is pinned and helpless. Nothing happens on a lose or tie. n/a

See Also

2d Damage optional | Detect Lies | Interrogation | Meditation | Stealth | Tactics

STA main page