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GURPS Martial Arts - Home

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The Purpose of Military Hand-to-Hand<br />

Many traditional martial arts have a battlefield<br />

history and could justly claim to be “military.” For game<br />

purposes, however, “military hand-to-hand” specifically<br />

describes the melee combat styles taught to TL6+<br />

troops armed with firearms. That is, it refers to modern<br />

military styles.<br />

The biggest difference here is that the arts practiced by<br />

pre-gunpowder warriors were primary skill sets, while<br />

those learned by modern soldiers are last resorts. A hightech<br />

infantryman carries a rifle, grenades, and often a pistol.<br />

He enjoys the support of machine guns, mines, and<br />

mortars. He can radio for a fire mission. He’ll use all of<br />

these tools before joining hand-to-hand combat, because<br />

they’re all more efficient at killing the enemy. A samurai<br />

or a Roman legionary, on the other hand, starts with a<br />

spear or a sword!<br />

This is important for soldier characters. Modern military<br />

training doesn’t spend as much time on hand-to-hand<br />

combat as on firearms. Thus, a Marine PC shouldn’t have<br />

many more points in MCMAP than in Guns skills. Elite<br />

troops who are highly trained at melee combat have different<br />

skills and techniques from their historical brothers,<br />

too. The GM who wants to design his own military styles<br />

should be aware of the goals of such arts.<br />

Disarming and Weapon Retention<br />

Modern warfare is all about firearms. If you have a<br />

gun and the other guy doesn’t – and he doesn’t surrender<br />

before he gets close enough to be a threat – shoot him. In<br />

close-quarters battle, though, any tight corner could conceal<br />

an enemy close enough to grab your weapon. To<br />

counter this, military styles teach how to keep weapons<br />

away from unfriendly hands; that is, the Retain Weapon<br />

technique.<br />

If the other guy has the gun, the correct response is to<br />

take away his weapon and shoot him with it – not to<br />

attack with a knife or a jump kick. Thus, military styles<br />

teach ways to gain control of an opponent’s firearm, too.<br />

This is the Disarming technique.<br />

This emphasis on keeping and taking away weapons<br />

explains why most military styles favor grappling skills<br />

over striking skills, with few exceptions.<br />

Knife, Rifle Butt,<br />

and Entrenching Tool<br />

This doesn’t mean that melee weapons are worthless.<br />

When you’re out of ammo, you don’t walk around<br />

empty-handed, hoping to take away an enemy’s weapon.<br />

You use what you have. To kill the other guy before he<br />

kills you, a long weapon is best. Typical Melee Weapon<br />

skills taught by military styles – in order from longest to<br />

shortest reach – are Spear (for the fixed bayonet);<br />

Axe/Mace (for entrenching tools, or a rifle butt used as a<br />

club) or Shortsword (for a machete or unfixed sword<br />

bayonet); and Knife (for fighting knives and unfixed<br />

knife bayonets).<br />

184 STYLES<br />

Military styles prioritize these skills in order of reach.<br />

Training for military police is sometimes an exception, as<br />

it might focus on Shortsword or Tonfa for use with a<br />

baton. If weapon techniques are taught, they’re similar to<br />

those for unarmed combat – Disarming and Retain<br />

Weapon – possibly with the addition of Close Combat.<br />

The Mk. I Boot<br />

Barehanded combat training is good for aggression<br />

and morale. Troops learn Brawling or Karate primarily<br />

for this reason. Military styles focus on techniques with<br />

the booted foot: Jam, Kicking, Stamp Kick, etc. Hand<br />

techniques involve brutal mauling, like Eye-Gouging and<br />

Neck Snap, not breaking fists on helmets.<br />

Unarmed striking is truly the last resort. If you’re fighting<br />

without a weapon – and can’t take somebody else’s –<br />

you’re probably doomed. The most realistic use of<br />

unarmed strikes is as “finishing moves”: stomping on the<br />

head or windpipe of a fallen foe.<br />

Sentry Removal<br />

Silently neutralizing a sentry is the only situation<br />

where a melee weapon is preferable to a firearm. This<br />

arises less often in reality than in action movies, which is<br />

why ordinary troops don’t carry silencers, glove pistols,<br />

and similar exotica. When necessary, a knife will do and<br />

the goal is to kill, not to fight. If you can’t silence the target<br />

without a struggle, shoot him – a single shot is no less<br />

stealthy than a screaming brawl. The Knife skill is all<br />

that’s needed here, but techniques such as TA (Knife<br />

Swing/Throat) and TA (Knife Thrust/Vitals) aren’t<br />

unknown.<br />

Some styles teach the Garrote skill, but a garrote is<br />

tricky to use on someone wearing bulky body armor and<br />

web gear. Thus, the skill is typically optional.

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