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Armed Grapple<br />

Hard<br />

Defaults: Cloak, or other prerequisite skill-2.<br />

Prerequisite: Cloak or appropriate Melee Weapon skill;<br />

cannot exceed prerequisite skill.<br />

Many armed styles teach how to step close to a foe,<br />

maneuver a weapon past him, and then pull it in tightly to<br />

restrain him. This results in an actual grapple of his body in<br />

close combat. To snag an opponent at full reach, use<br />

Entangle (p. 71) for a flexible weapon or Hook (p. 74) for<br />

one with a hook or other projection. To lock blades with<br />

him, use Bind Weapon (see below).<br />

To initiate an armed grapple, roll against weapon skill at<br />

-2 – this is an awkward and unconventional attack for most<br />

weapons. It’s a standard move with a cloak, however, and<br />

uses your unpenalized Cloak skill (see p. B404). Use the hit<br />

location penalties for grappling, not those for striking.<br />

Your opponent may use any normal defense. If he fails to<br />

defend, you’ve successfully grappled him with your weapon.<br />

While using your weapon to grapple, you can neither attack<br />

nor defend with it. On your turn, you can follow up with a<br />

takedown, pin, choke, or Arm Lock (options depend on the<br />

body part grappled). Releasing the grapple is a free action.<br />

A one-handed weapon other than a cloak can only grapple<br />

if you grip it in two hands first. This requires a Ready<br />

maneuver.<br />

Attack from Above<br />

Average<br />

Default: prerequisite skill-2.<br />

Prerequisite: Any unarmed or Melee Weapon skill; cannot<br />

exceed prerequisite skill.<br />

Some styles teach techniques for pouncing on a foe from<br />

above. This technique lets you buy off the -2 to attack<br />

described in Attack from Above (p. B402). It’s particularly<br />

suitable for cinematic ninja!<br />

Axe Kick<br />

Hard<br />

Default: Karate-4.<br />

Prerequisite: Karate; cannot exceed Karate skill.<br />

This kick involves lifting a leg and smashing it down onto<br />

the target heel-first. It’s a special option for Committed<br />

Attack (pp. 99-100) and All-Out Attack (p. B365). Use the<br />

rules below instead of the normal rules for those maneuvers.<br />

An Axe Kick has reduced vertical reach. If your foe’s SM<br />

exceeds yours by +1, you can’t target his head while he’s<br />

standing. If he’s larger, you can’t hit his head unless he’s<br />

crawling or on the ground. Resolve an attack to the foot as<br />

a Stamp Kick (pp. 80-81) rolled at your Axe Kick level.<br />

As a Committed Attack, an Axe Kick does thrust+1 crushing<br />

damage – or thrust at +1 per two dice, if better – plus<br />

skill bonuses. Roll against Axe Kick to hit. Afterward, you<br />

can’t dodge or retreat until your next turn, and are at -2 on<br />

all remaining active defenses.<br />

As an All-Out Attack, an Axe Kick does thrust+2 – or<br />

thrust at +1 per die, if better – plus skill bonuses. Hit or<br />

miss, you have no defenses until your next turn!<br />

An Axe Kick is difficult to back away from. If your opponent’s<br />

retreat bonus makes the difference between a hit and<br />

a miss for an attack aimed above the foot, the kick still hits<br />

a lower body part. Head or neck shots strike the torso; torso,<br />

arm, or hand blows hit a leg; and kicks to the groin or leg<br />

stomp a foot.<br />

This move also beats down the target’s guard. A successful<br />

attack roll gives the defender -1 to parry any attack following<br />

the Axe Kick until his next turn – even if his defense<br />

against the kick succeeds. Axe Kick is a good opener for a<br />

Rapid Strike or Combination!<br />

Back Kick or Back Strike<br />

Hard<br />

Defaults: prerequisite skill-2, or -4 for a kick.<br />

Prerequisite: Karate or any Melee Weapon skill; cannot<br />

exceed prerequisite skill.<br />

This technique lets you kick or use a melee weapon<br />

against a foe to your rear without making a Wild Swing or<br />

changing facing – although your legs must be free in order<br />

to change stance. Back Kick defaults to Karate-4. Back<br />

Strike defaults to Melee Weapon-2 and you must specialize;<br />

e.g., Back Strike (Staff). To throw a “back punch,” use<br />

Elbow Strike (p. 71).<br />

To use this technique, you must know that your adversary<br />

is behind you! Roll against Back Kick or Back Strike to<br />

hit, at an extra -1 if you target a specific hit location.<br />

A Back Kick has standard reach and damage for a kick.<br />

A Back Strike can only reach an enemy within one yard,<br />

regardless of weapon length. Thrusting attacks do their<br />

usual damage; swinging attacks have -2 damage or -1 damage<br />

per die, whichever is worse. A Back Strike from a<br />

Reversed Grip (pp. 111-112) uses the reach and damage<br />

effects of that grip instead of those given here.<br />

In all cases, you’re at -2 to all active defenses until your<br />

next turn. This is cumulative with the -2 to parry with a<br />

weapon in a Reversed Grip!<br />

Bind Weapon<br />

Hard<br />

Default: prerequisite skill-3.<br />

Prerequisite: Jitte/Sai or any fencing weapon skill; cannot<br />

exceed prerequisite skill.<br />

Fencers with swords that have crosspiece hilts can lock<br />

blades or hilts in a so-called bind. With a pronged weapon<br />

such as the jitte (p. 217), it’s possible to bind any weapon.<br />

This technique covers all such tactics.<br />

To bind, you must first successfully parry your opponent’s<br />

fencing blade with your own such sword – or use a<br />

Jitte/Sai weapon to parry any weapon. On your first turn<br />

after the parry, roll against Bind Weapon to try to bind the<br />

weapon you parried; this is an attack. If you’re using a fencing<br />

weapon, your adversary must be within a yard and you<br />

must step into close combat. With a Jitte/Sai weapon, the<br />

target weapon must merely be in reach (see p. B400).<br />

TECHNIQUES 67

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