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CLOSE-COMBAT OPTIONS<br />
These expanded rules apply mainly in close combat – that<br />
is, for melee combat at ranges under a<br />
yard (reach C). For more information,<br />
see Close Combat (p. B391).<br />
All-Out and Committed<br />
Attacks When Grappling<br />
All-Out and Committed Attacks<br />
compromise your defenses against<br />
grapples as well as against strikes. They<br />
also make it easier for an opponent to<br />
follow up his grapple with a takedown,<br />
pin, or other close-combat move.<br />
If you make an All-Out Attack, you’re<br />
truly defenseless. You automatically lose<br />
any Contest to avoid a close-combat<br />
attack following a grapple. This includes<br />
all takedowns, pins, throws from<br />
locks, and grappling techniques that<br />
“attack” using a Quick Contest (e.g.,<br />
Handcuffing). You still get a ST or HT<br />
roll to resist injury from strangling, Arm<br />
Lock, Neck Snap, Wrench Limb, etc.<br />
If you make a Committed Attack, the<br />
-2 to active defenses also applies to your<br />
rolls to avoid takedowns, pins, etc.<br />
Otherwise, you function normally<br />
against actions that follow a grapple.<br />
Neither All-Out Attack nor<br />
Makhila<br />
Committed Attack prevents you from rolling to keep someone<br />
you’ve grappled from breaking free, though, or gives a penalty<br />
to such a roll. That isn’t a defense roll!<br />
Your actions after grappling or being grappled – including<br />
your own attempts to break free – require you to choose an<br />
Attack, All-Out Attack, or Committed Attack maneuver. They<br />
aren’t compatible with Defensive Attack and aren’t free<br />
actions. If you make an All-Out Attack (AOA) or Committed<br />
Attack (CA), you’re subject to the effects above and use the following<br />
special rules:<br />
Determined: You may use this option to get +2 (CA) or +4<br />
(AOA) to a DX-based roll (DX or a DX-based skill or technique)<br />
for the purpose of a takedown, lock, or hold. You cannot apply<br />
this bonus to a ST-based roll – but see the Strong option,<br />
below.<br />
Double: You may use AOA (Double) to try two grappling<br />
moves, subject to the restrictions under Grappling and<br />
Multiple Attacks (p. 128).<br />
Feint: You may use AOA (Feint) to make a feint or a Beat<br />
against a grappled foe before trying Arm Lock, Judo Throw, or<br />
another grappling attack that allows an active defense. You<br />
can also use AOA (Feint) on the turn after you parry to make<br />
a feint or a Beat and then attempt such an attack, if it’s one that<br />
can follow a parry. AOA (Feint) is pointless if no active defense<br />
is involved; e.g., with break free, strangle, or pin.<br />
Long: AOA (Long) isn’t an option in close combat.<br />
Strong: You may use this option to get +1 (CA) or +2 (AOA)<br />
to a ST-based roll (ST or a ST-based technique) for a takedown<br />
114 COMBAT<br />
or pin, to strangle or otherwise injure a foe, or to break free. For<br />
techniques that base injury on thrust or swing damage as<br />
opposed to on a margin of victory, apply the bonus directly to<br />
damage.<br />
See Actions After a Grapple (p. B370) and Actions After Being<br />
Grappled (p. B371) for further details.<br />
Close Combat and Body Morphology<br />
The combat rules in the Basic Set, while generic, occasionally<br />
assume an upright humanoid with two arms, hands, legs,<br />
and feet (or equivalent body parts). Traits that alter your body<br />
away from this norm change how certain rules work – especially<br />
for grapples, pins, and close-combat techniques!<br />
Below are notes on the combat effects of selected physiological<br />
traits. Anything not mentioned here either has no appreciable<br />
effect or uses the rules for the traits it includes (e.g.,<br />
Quadriplegic combines Lame and No Fine Manipulators). In<br />
general, if a body part is missing, you can’t use techniques that<br />
require it and are immune to enemy techniques that target it.<br />
Extra Arms<br />
see p. B53<br />
If you can bring more than two arms to bear on a foe, each<br />
arm after the second gives +2 to hit with a grapple (but not with<br />
follow-up techniques), to prevent your victim from breaking<br />
free (of grapples, pins, locks, etc.), and to break free yourself.<br />
Each hand after the first two gives +2 ST to choke or strangle,<br />
too. If you have more arms than your opponent – the exact<br />
number is irrelevant – you get +3 to pin him or resist his pin<br />
attempts. You only receive these bonuses for arms of regular<br />
length or better.<br />
Special modifiers can give additional effects:<br />
Extra-Flexible: Such arms are immune to injury from Arm<br />
Lock (which only counts as an ordinary grapple) but not<br />
Wrench Arm. They also get +2 on the DX roll required to ready<br />
a weapon in close combat (p. B391).<br />
Foot Manipulators: You can use these limbs to meet the<br />
requirements of any rule that calls for arms or legs – but you<br />
can never use a limb as both an arm and a leg at the same time.<br />
Decide how you’re using it at the start of your turn.<br />
No Physical Attack: In addition to being unable to strike,<br />
these arms cannot grapple, pin, choke, etc., and don’t give the<br />
close-combat bonuses above. They’re still valid targets for<br />
enemy techniques that target arms!<br />
Short: These arms never give the close-combat bonuses<br />
above. If you use only Short arms for a close-combat task, all<br />
rolls are at -2 regardless of how many arms you have.<br />
Weapon Mount: As No Physical Attack, except that Arm<br />
Lock is ineffective against the limb – it only counts as an ordinary<br />
grapple. Wrench Arm works normally.<br />
Extra Legs<br />
see p. B54<br />
The number of legs a foe must grapple to keep you from<br />
walking, kicking, etc., equals the number of crippled legs<br />
needed to make you fall. If he restrains fewer legs and you<br />
have more than twice his ST, you can walk – just lower Move<br />
by the usual amount for a small number of crippled legs.