Arm Lock
Average
Defaults: Judo or Wrestling.
Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill+4.
This technique allows you to improve your effective Judo or Wrestling skill for the purpose of applying an arm lock. For rules governing arm locks, see Arm Lock.
Back Kick
Hard
Default: Karate-4.
Prerequisites: Karate; cannot exceed Karate skill.
This technique lets you attack someone behind you without changing facing. You must know that he is there! Roll against Back Kick to hit, but otherwise resolve this as a normal kick. After attempting a Back Kick, all your active defenses are at -2 until next turn.
Choke Hold
Hard
Defaults: Judo-2 or Wrestling-3.
Prerequisites: Judo or Wrestling; cannot exceed prerequisite skill.
This technique lets you “buy off” the basic -2 to Judo or -3 to Wrestling when using the rules given under Choke Hold.
Disarming
Hard
Default: prerequisite skill.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill+5.
If you know this technique above default, you may use it instead of the underlying skill whenever you attack to disarm (see Striking at Weapons, p. 400). For instance, if you have Broadsword-14 and Disarming (Broadsword)-17, you disarm as if you had Broadsword-17.
Dual-Weapon Attack*
Hard
Default: prerequisite skill-4.
Prerequisite: Any one-handed Melee Weapon skill; cannot exceed prerequisite skill*.
Normally, you are at -4 to attack with two weapons at once unless you make an All-Out Attack. This technique lets you “buy off” that penalty.
*Note that you must still learn Off-Hand Weapon Training, to reduce the -4 for using the “off” hand!
For detailed rules, see Dual-Weapon Attacks.
Dual-Weapon Attacks
This optional rule might be cinematic . . . but it is balanced enough to use in a realistic campaign. The GM has the final say. If you have at least two hands, you can strike with two hands at once using an Attack maneuver instead of an All-Out Attack (Double) maneuver. Each hand can attack unarmed, with a one-handed melee weapon, or with a pistol. Of course, if your ST is high enough, you can wield a two-handed weapon in one hand!
Each attack is at -4 to hit, but you can learn the Dual-Weapon Attack technique to reduce this penalty.
You have an extra -4 (total -8) with your “off” hand, unless you have Ambidexterity or learn Off-Hand Weapon Training.
You can attack one target or two – but to strike two foes with melee attacks, they must be adjacent. If you aim both attacks at a single opponent, he defends at -1 against them, as his attention is divided!
If you already have multiple attacks – for instance, from an Extra Attack – you may “trade” only one of these for a Dual-Weapon Attack. All your remaining attacks must be simple, single-weapon attacks.
Elbow Strike
Average
Defaults: Brawling-2 or Karate-2.
Prerequisites: Brawling or Karate; cannot exceed prerequisite skill.
This technique lets you “buy off” the -2 penalty to strike with the elbow. See Elbow Strike for more information.
Feint
Hard
Default: prerequisite skill.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill+4.
If you know this technique above default, you may use it instead of the underlying skill whenever you feint. For instance, if you have Broadsword-14 and Feint (Broadsword)-16, you feint as if you had Broadsword-16.
Finger Lock
Hard
Default: Arm Lock-3
Prerequisite: Arm Lock; cannot exceed Arm Lock.
This technique lets you grab fingers and twist them painfully. Use the rules for Arm Lock, except that all damage is to the hand – which is easier to cripple than the arm.
Ground Fighting
Hard
Default: prerequisite skill-4.
Prerequisite: Any unarmed combat or Melee Weapon skill; cannot exceed prerequisite skill.
This technique lets you “buy off” the -4 for attacking from your back.
Roll against this technique instead of the prerequisite skill whenever you use that skill to attack from the ground. For instance, if you had Wrestling-14 and Ground Fighting (Wrestling)-13, you could grapple from the ground at skill 13. In addition, make a roll against Ground Fighting whenever you must defend yourself from your back. On a success, you defend at -1 instead of at -3.
Horse Archery
Hard
Default: Bow-4.
Prerequisites: Bow and Riding; cannot exceed Bow skill.
This technique lets you use a bow effectively from horseback. The modifiers for firing from horseback can never reduce your Bow skill below your Horse Archery level. (Other penalties apply normally.) For instance, if you had Bow-13 and Horse Archery-11, the penalties for archery from horseback would never reduce your skill below 11, before other modifiers.
Using Ranged Weapons
Firing from atop a moving animal tests both marksmanship and riding. Roll against the lower of Riding or ranged weapon skill to hit. If you are firing a noisy weapon (e.g., an unsilenced gun), you must make a Riding roll after each attack. On a failure, the mount is spooked; on a critical failure, you lose control.
You may Aim a ranged weapon while mounted, but if the mount moves more than a step, you suffer the same penalties that you would if firing from a moving vehicle: you can’t benefit from extra turns of Aim, or from telescopic scopes and other targeting systems.
To turn in the saddle and fire at the foe behind you: -4 to weapon skill, and -1 to any Riding roll made that turn. To hang on the far side of the mount and shoot over it or underneath it: -6 to weapon skill, -3 to any Riding roll. This latter move means your foe’s only targets are your foot, face, eyes, skull, and one hand. But if he attacks and misses by 4 or less, he hits your mount!
Jump Kick
Hard
Default: Karate-4.
Prerequisite: Karate; cannot exceed Karate skill.
This technique lets you leap into the air and kick at full extension, increasing range and damage. It is a showy but dangerous move! Roll against Jump Kick to hit. Add one yard to reach and +2 to damage. Your target parries at -2. However, if you miss – or if your target successfully defends – you fall down unless you can make a DX -4 or Acrobatics -2 roll.
Hit or miss, a Jump Kick leaves you at -2 on all your active defenses until your next turn.
Kicking
Hard
Defaults: Brawling-2 or Karate-2.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
This technique lets you improve your kicking ability. Roll against Kicking to hit. A kick does thrust/crushing damage based on ST. Use Brawling or Karate skill – not your Kicking level – to determine your damage bonus, and use only the highest bonus.
If you miss with a kick, roll vs. Kicking skill or DX to avoid falling.
Knee Strike
Average
Defaults: Brawling-1 or Karate-1.
Prerequisite: Brawling or Karate; cannot exceed prerequisite skill.
This technique lets you “buy off” the -1 penalty to strike with the knee – see Knee Strike.