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A leg lock is an attempt to restrain or cripple an opponent<br />

by twisting his leg. This technique allows you to improve<br />

your effective Judo or Wrestling skill for this purpose only.<br />

To use Leg Lock, you must have two hands free and<br />

already have a successful Leg Grapple (p. 76) on your opponent.<br />

On your first turn following the Leg Grapple, you may<br />

attempt to place your foe’s leg in a lock. This is an attack. Roll<br />

against Leg Lock to hit. Your victim may use any active<br />

defense – he can parry your hand with a weapon! If his<br />

defense fails, you trap his leg in a lock.<br />

Your foe may attempt to break free (p. B371) on his next<br />

turn. If he loses, he has a cumulative -1 on future attempts to<br />

break free.<br />

On your next turn – and each turn thereafter, until your<br />

opponent breaks free – you may try to damage the trapped<br />

leg. Roll a Quick Contest: the higher of your ST (including<br />

your Wrestling bonus) or Leg Lock vs. the higher of your victim’s<br />

ST+4 or HT+4. If you win, you inflict crushing damage<br />

equal to your margin of victory. The target’s rigid DR protects<br />

normally. Flexible armor, including natural DR with the<br />

Flexible or Tough Skin limitation, has no effect.<br />

If you cripple your victim’s leg, he’ll be unable to stand on<br />

it. You can inflict no further damage on a crippled limb, but<br />

you can continue to roll the Contest each turn. If you win,<br />

your target suffers shock and stunning just as if you had<br />

inflicted damage.<br />

Rolls to inflict damage are completely passive and don’t<br />

count as attacks. You can simultaneously make close-combat<br />

attacks on your opponent, who defends at -4 in addition to<br />

any penalties due to the damage caused by the lock itself. An<br />

attempt to throw him using the lock does count as an attack;<br />

see Throws from Locks (pp. 118-119).<br />

You can also apply this technique offensively. You must<br />

first use Judo or Wrestling to grapple your victim’s leg with<br />

two hands. If he fails to break free on his next turn, you may<br />

try Leg Lock on your next turn.<br />

Leg Lock uses finesse to cripple a foe’s limb. For a bruteforce<br />

technique, see Wrench (Limb) (p. 82).<br />

Low Fighting<br />

Hard<br />

Default: prerequisite skill-2.<br />

Prerequisite: Any combat skill; cannot exceed prerequisite<br />

skill.<br />

This technique lets you buy off the -2 to attack from a<br />

kneeling or crouching posture. Roll against Low Fighting<br />

instead of the prerequisite skill whenever you use that skill to<br />

attack from a low posture. For instance, if you had Wrestling<br />

at 14 and Low Fighting (Wrestling) at 13, you could grapple<br />

from your knees at skill 13.<br />

Low Fighting affects the -2 to defend while kneeling in the<br />

same way. If you know it at skill-1, you’re at -1 to defend,<br />

while at full skill, you have no penalty.<br />

Low-Line Defense<br />

Hard<br />

Default: prerequisite skill Parry-2.<br />

Prerequisite: Boxing or Sumo Wrestling; cannot exceed<br />

prerequisite Parry.<br />

Kicking is illegal in the boxing or sumo ring, so boxers<br />

and sumotori don’t normally train to face it – which is why<br />

Boxing and Sumo Wrestling parries are at -2 against kicks.<br />

Fighters who cross-train against kicking martial artists or<br />

use their skills outside the ring can certainly learn to parry<br />

kicks, however! This technique lets them buy off the -2.<br />

Mounted Shooting<br />

Hard<br />

Default: ranged weapon skill-4.<br />

Prerequisites: Riding or a vehicle-operation skill<br />

(Bicycling, Driving, Teamster, etc.), and a ranged weapon<br />

skill; cannot exceed ranged weapon skill.<br />

You’ve practiced shooting a ranged weapon from a moving<br />

mount or vehicle – chariot, horse, howdah, etc. You<br />

must specialize by both weapon skill and mount or vehicle<br />

type. Use the specialties listed for the two skills chosen as<br />

prerequisites. Mounted Shooting (Bow/Horse) is extremely<br />

common and called “Horse Archery” for brevity (p. B231).<br />

If you’ve improved this technique, modifiers for a rough<br />

ride and/or limited mobility (see Attacking from Moving<br />

Vehicle or Mount, p. B548) – including those for turning in<br />

the saddle to shoot – can’t reduce your weapon skill below<br />

your Mounted Shooting level when using your chosen<br />

weapon from the specified platform. Other penalties apply<br />

normally. For instance, if you had Thrown Weapon (Spear)-<br />

13 and Mounted Shooting (Thrown Spear/Chariot)-11, the<br />

penalties for a bumpy chariot ride couldn’t reduce Thrown<br />

Weapon (Spear) below 11, before other modifiers.<br />

Remember that your skill with a mounted attack can’t<br />

exceed Riding skill (p. B397). Combat Riding (p. 69) mitigates<br />

this for the rider himself, but his passengers are limited<br />

by his Riding skill.<br />

Neck Snap<br />

Hard<br />

Default: ST-4; cannot exceed ST+3.<br />

This brute-force attack consists of grabbing and suddenly<br />

twisting the victim’s head, with the intent of snapping the<br />

neck. Unlike most techniques, Neck Snap defaults to ST, not<br />

a skill. Wrestling gives its usual skill-based ST bonus.<br />

To use this technique, you must first grapple your opponent<br />

by the neck using two hands; see Grappling (p. B370).<br />

Your victim may attempt to break free on his turn. If he<br />

fails, then on your next turn, roll a Quick Contest: Neck<br />

Snap vs. the higher of his ST or HT. This counts as an attack.<br />

If you win, you inflict swing crushing damage on your<br />

victim’s neck, with the usual ¥1.5 wounding modifier for hit<br />

location. The target’s rigid DR protects normally, but flexible<br />

armor – including natural DR with the Flexible or<br />

Tough Skin limitation – has no effect. Neck injury can have<br />

serious consequences; see Lasting and Permanent Injuries<br />

(pp. 138-139).<br />

Otherwise, you inflict no damage. You may make repeated<br />

attempts on later turns. Your opponent may attack you<br />

or attempt to break free during this time, subject to the<br />

usual limitations of being grappled.<br />

TECHNIQUES 77

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