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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.

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