You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
This kick consists of a swift, downward stamp with the<br />
heel, using your entire body weight to give additional force to<br />
the kick. It does more damage than a normal kick, but it can<br />
only target an opponent who’s lying down or the foot or leg of<br />
a standing foe.<br />
Roll against Stamp Kick to hit. Damage is thrust+1, plus<br />
your Brawling or Karate bonus. On a miss, you stomp the<br />
ground and must make a DX roll to avoid ending up offbalance<br />
and unable to retreat until your next turn.<br />
Staying Seated<br />
Average<br />
Default: Riding.<br />
Prerequisite: Riding; cannot exceed Riding+4.<br />
This technique represents special training in the art of<br />
staying on the back of a mount. Knights learn it to keep their<br />
seat in combat; rodeo riders practice it to win competitions!<br />
When rolling for any reason to avoid falling off your mount<br />
(for instance, the rolls on p. B397), use Staying Seated instead<br />
of Riding.<br />
Sweep<br />
Hard<br />
Default: prerequisite skill-3.<br />
Prerequisite: Appropriate Melee Weapon or unarmed combat<br />
skill; cannot exceed prerequisite skill.<br />
This technique lets you knock down an opponent in a single<br />
attack rather than by grappling him and executing a takedown<br />
or throw. It isn’t aimed at his center of mass with the<br />
goal of pushing him away, like a Push Kick or shove. It’s an<br />
attempt to “clothesline” his neck or head, knock his legs out<br />
from under him, or otherwise unbalance him.<br />
Roll against Sweep to hit. Hit location is a special effect –<br />
don’t apply a penalty for it. Your target may defend normally.<br />
If he fails, roll a Quick Contest: your Sweep or ST vs. his ST,<br />
DX, Acrobatics, or best grappling skill. Use the highest value<br />
in both cases. If he loses, he falls down.<br />
Many combat skills can Sweep. You can try an armed version<br />
with any two-handed weapon with reach 2+. This<br />
defaults to Polearm, Spear, Staff, Two-Handed Axe/Mace,<br />
Two-Handed Flail, or Two-Handed Sword, and has the<br />
weapon’s usual reach. You can also Sweep with Judo, Karate,<br />
or Sumo Wrestling. When you attack, specify a stiff arm to<br />
the upper body (reach C, requires a free hand), a sweeping<br />
kick (reach C, 1, uses a leg), or a pull in a clinch (reach C, only<br />
when grappling). Those with Strikers, especially tails, can<br />
learn Sweep (Brawling) and attack at their usual reach.<br />
Regardless of the weapon used, Sweep is a slow, pushing<br />
attack that doesn’t inflict damage.<br />
Trip<br />
Hard<br />
Default: prerequisite skill Parry-1.<br />
Prerequisite: Judo, Sumo Wrestling, or Wrestling; cannot<br />
exceed prerequisite Parry.<br />
Trip lets you cause a two-legged foe to stumble and miss<br />
with a slam. It counts as a parry with the prerequisite skill.<br />
Success means you avoid the slam and your attacker must<br />
make a DX or Acrobatics roll at -5 or fall down!<br />
Per p. B376, a charging fighter’s “effective weight” as a<br />
weapon equals his ST. Since your weight limit with an<br />
unarmed parry equals your Basic Lift, Trip fails automatically<br />
if your foe’s effective weight exceeds your BL. At ST 8<br />
and BL 13, you couldn’t stop a ST 14+ opponent. With ST 14<br />
and BL 39, only ST 40+ giants would be a problem.<br />
Shield DB doesn’t benefit Trip. You can’t retreat for a<br />
bonus, either – or use a Slip or Sideslip (see Retreat Options,<br />
pp. 123-124). You can Dive by assuming a crawling posture<br />
across your foe’s path. Apply the usual modifier to your roll<br />
and use 2¥BL to determine whom you can trip.<br />
You can’t attack with Trip – use Sweep (see above) for<br />
that. However, you can use Trip to intercept someone running<br />
past you (not merely stepping) within a yard. On a battle<br />
map, that’s through your hex or an adjacent hex. This<br />
works like a regular Trip and counts as a parry.<br />
Trip can use many body parts: arms, legs, a hip, etc. You<br />
must Dive or use a free foot to intercept a runner who isn’t<br />
trying to slam you.<br />
Two-Handed Punch<br />
Average<br />
Default: Brawling-2.<br />
Prerequisite: Brawling; cannot exceed Brawling skill.<br />
This technique involves either knitting the fingers of two<br />
hands together to strike or striking with two fists held<br />
together. A common move in movies and on television, it’s<br />
not terribly safe or effective in reality.<br />
Roll against Two-Handed Punch to hit. Your opponent<br />
defends normally, but if he successfully parries and inflicts<br />
damage, both of your arms take full damage. If you take<br />
damage from striking DR 3+, both hands take full damage.<br />
Damage is thrust+1 crushing – or thrust at +1 per die, if better<br />
– plus your Brawling bonus.<br />
On a turn when you attempt a Two-Handed Punch, you<br />
can only parry once with your hands. This does count as a<br />
Cross Parry (p. 121) – the parry is more effective but you<br />
only get one.<br />
Uppercut<br />
Average<br />
Defaults: Boxing-1, Brawling-1, or Karate-1.<br />
Prerequisite: Boxing, Brawling, or Karate; cannot exceed<br />
prerequisite skill.<br />
This is a short punch directed upward from a low stance.<br />
It delivers a powerful blow to an opponent standing in close.<br />
You can only use Uppercut against the upper body – skull,<br />
eye, face, neck, torso, arm – of a standing foe. (Exception: If<br />
his SM exceeds yours, you can target everything but his<br />
feet.) Damage is thrust crushing plus skill bonuses. Your target<br />
defends normally.<br />
Uppercut is a very close-range punch. Many fighters<br />
throw it after getting their adversary in a clinch with the<br />
other arm. Grappling an opponent around the back of his<br />
head and punching is illegal in modern sport boxing, but<br />
very effective (see Grab and Smash!, p. 118).<br />
TECHNIQUES 81