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emphasis on traditional kicking and punching, because the<br />

practitioner is supposed to be taking out sentries or isolated<br />

enemy troops – not fighting in a stand-up brawl.<br />

Training includes throws, locks, and strikes to vital areas.<br />

It also covers concealing weapons, tying up prisoners, and<br />

fighting with sticks and even chairs! Targeted Attack (Knife<br />

Thrust/Neck) is one of the style’s most important techniques.<br />

It normally follows a grapple and is itself followed<br />

by a cut outward from the throat to ensure that the enemy<br />

bleeds out quickly. These moves can form the basis of a brutal<br />

but effective Combination (see Combinations, p. 80).<br />

In a cinematic game, Fairbairn-trained commandos<br />

might be able to replicate some of the legendary feats of the<br />

ninja, such as silent, invisible movement. Fairbairn was<br />

trained in the Far East . . . perhaps he learned some secrets<br />

that he only passed along to the most elite soldiers.<br />

Skills: Judo; Karate; Knife; Stealth.<br />

Techniques: Choke Hold; Disarming (Judo); Head Butt;<br />

Knee Strike; Neck Snap; Targeted Attack (Knife<br />

Thrust/Neck).<br />

Cinematic Skills: Invisibility Art; Light Walk.<br />

Cinematic Techniques: Backbreaker; Binding.<br />

Perks: Improvised Weapons (Karate).<br />

Optional Traits<br />

Advantages: Combat Reflexes.<br />

Disadvantages: Bloodlust; Overconfidence.<br />

Skills: Garrote; Holdout; Knot-Tying; Shortsword.<br />

Krav Maga<br />

3 points<br />

Imi Sde-Or (born Imrich Lichtenfeld) grew up in<br />

Bratislava, Czechoslovakia. During the 1930s, rising anti-<br />

Semitic violence in the region moved Imi – an experienced<br />

circus wrestler and competitive grappler – to train his fellow<br />

Jews to combat attackers willing to use weapons and “dirty”<br />

tactics. When he immigrated to Palestine in 1942, Imi started<br />

training settlers in his fighting system, which he later<br />

named “Krav Maga” (Hebrew for “contact combat” or “contact<br />

fight”). Today, Krav Maga is the official martial art of<br />

the Israeli Defense Forces.<br />

Krav Maga mixes strikes, takedowns, and both standing<br />

and floor grappling. Kicks are low-line and used to disable<br />

the legs for a quick victory. The style expects the fighter to<br />

be aggressive, eschewing Defensive Attack in favor of Attack<br />

and Committed Attack. The Krav Maga stylist typically<br />

opens with a strike intended to distract or injure the foe, followed<br />

by either a grapple and takedown or a Head Lock and<br />

throw. After downing his opponent, he’ll end the fight with<br />

a pin or a Choke Hold.<br />

The style also teaches disarms against guns and knives.<br />

Once the weapon is out of the opponent’s grasp, the Krav<br />

Maga student learns to kick it away or otherwise ensure that<br />

his original assailant or a third party can’t use it. Stylists<br />

even practice techniques to keep the enemy from detonating<br />

a grenade!<br />

Krav Maga incorporates improvised-weapons training<br />

and stresses using anything available to win. Practitioners<br />

learn to throw objects at opponents to distract as well as to<br />

injure, and to stab with pens and pencils, hit with purses,<br />

reinforce punches with rocks, and so on. Survival is the only<br />

goal and training is done without ceremony. Instructors<br />

expect students to learn to spot dangerous situations and<br />

deal with them – by fighting or fleeing, as appropriate.<br />

By design, Krav Maga is easy to learn, useful for people<br />

of any size or fitness level, and effective in real combat situations.<br />

Krav Maga has no sport version, although there’s a<br />

civilian self-defense version that’s somewhat different from<br />

the combat form presented here. Both versions use a<br />

colored-belt system nearly identical to that of Judo (p. 166).<br />

Krav Maga has no body of legend, but several cinematic<br />

skills and techniques would follow logically from its realistic<br />

ones in a cinematic game.<br />

Skills: Karate; Wrestling.<br />

Techniques: Arm Lock; Breakfall; Choke Hold; Disarming<br />

(Wrestling); Elbow Strike; Eye-Rake; Ground Fighting<br />

(Wrestling); Hammer Fist; Head Lock; Knee Strike; Stamp<br />

Kick.<br />

Cinematic Skills: Mental Strength; Power Blow; Pressure<br />

Points; Pressure Secrets.<br />

Cinematic Techniques: Lethal Strike; Pressure-Point<br />

Strike; Roll with Blow.<br />

Perks: Improvised Weapons (Karate).<br />

Optional Traits<br />

Advantages: Combat Reflexes; Fit; Language (Hebrew).<br />

Disadvantages: Bloodlust; Social Stigma (Minority<br />

Group, Jew).<br />

Skills: Boxing; Brawling; Guns (Pistol, Rifle, or SMG);<br />

Savoir-Faire (Dojo); Knife; Spear.<br />

Techniques: Retain Weapon (Pistol or Rifle).<br />

MCMAP (U.S. Marine Corps<br />

<strong>Martial</strong> <strong>Arts</strong> Program)<br />

3 points<br />

MCMAP (pronounced “mihk-map”) is a direct, simple<br />

style taught to all U.S. Marine Corps personnel during Basic<br />

Training. It replaces the Linear Infighting Neural-override<br />

Engagement (LINE) system of the 1990s, which taught set<br />

responses to specific attacks. MCMAP emphasizes quick,<br />

violent attacks to stun or confuse the opponent, followed by<br />

a takedown or throw. It has a few submission techniques for<br />

less-than-lethal situations, but no sport form – its main purposes<br />

are to teach Marines basic self-defense skills and to<br />

encourage aggressiveness.<br />

Training is accordingly direct – recruits pair off and<br />

practice against each other – and includes hands-on drills<br />

that involve multiple opponents, armed attackers, and<br />

“mob engagements.” Students learn a small number of<br />

techniques chosen for their violence, effectiveness, and<br />

(relative) ease of use in fighting gear. Rounding out the<br />

instruction are simple lessons in disarming, weapon<br />

retention, and bayonet fighting, plus enough training in<br />

improvised weapons to inculcate in the Marine the idea<br />

that any item can be a weapon if necessary. Advanced<br />

schooling, typically conducted in the infantry schools or<br />

operating forces, progresses into grappling and groundfighting<br />

tactics.<br />

STYLES 183

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