Re: Combat Guides and Links
Here are a list of the maneuvers for general Martial Arts. I can post more definitive descriptions upon request. These DO NOT include the Chambara special maneuvers.
LIST OF MANEUVERS FOR MARTIAL ARTS
Arm or Wrist Lock (average) Def: Judo or Wrestling
Back Kick (Hard) Def: Karate-4 or Kicking -2
Prereq: Karate, cannot exceed karate skill level
Breakfall (Average) Def: Judo or Acrobatics
Prereq: Judo
Choke Hold (Hard) Def: Judo-2 or Wrestling -3
Prereq: Judo or Wrestling, cannot exceed sk lvl
Close Combat (Average) Def: Any close combat weapon skill-2 or other weapon skill -6
Prereq: Weap skill; must specialize; cannot exceed prereq sk lvl or skill-3 for long weapons
Disarm (Hard) Def: DX, Judo or Weapon skill
Allows unarmed man to take attacker's weapon. The defender must have successfully parried the weapon attack, or must grab the weapon arm, as per p. B111, substituting disarming for DX. On the next turn, a Quick Contest betw Disarming and DX is necessary to remove the weapon. A failure means the attacker keeps the weapon; crit failure means hit on the hand! For weapons with disarming capability, replace Disarm with appropriate weapon skill.
Can also use Arm or Wrist Lock to disarm.
Dual Weapon Attack (Hard) Def: Combat skill-4.
Prereq: Any one handed combat skill; must specialize; cannot exceed sk lvl
Elbow Strike (Average) Def: Karate-2
Prereq: Karate; cannot exceed karate sk lvl
Feint (Hard) Def: Combat skill lvl
Prereq: Combat skill; must specialize; cannot exceed prereq skl lvl+4
Ground Fighting (Hard) Def: Combat skill -4
Prereq: Any Combat/Weapon Skill; must spec; cannot exceed prereq sk lvl
Head Lock (Hard) Def: Judo-4 or Wrestling-4
Prereq: Judo or Wrestling; cannot exceed prereq lvl
This attack consists of putting the target's head in a lock, similar to a choke hold, but holidng it in such a way that the target can be thrown while using the neck as the axis of the throw - which will almost certainly break the target's neck. After Grappling the foe, the attacker must roll against Head Lock to grab the neck (the target can make any Active Defense against this; PD does not protect). On a success, the target's head has been put in a lock.
The following round, the attacker can try to either Choke the victim (treat as normal Strangling roll), or he can throw him; the throw is resolved as a Quick Contest between the attacker's Judo or Wrestling skill and the defender's ST, DX, Judo or Wrestling, whichever is highest. If the attacker wins,the target takes swing damage (plus a bonus equal to 1/8 Wrestling or Judo skill) to the neck, which is multiplied by 1.5. If defender wins or ties, no dmg is taken and the victim can try to Break Free.
See Neck Snap maneuver for lasting effects of neck damage.
Hit Location (Hard) Def: Combat skill -3
Prereq: Any combat/weapon skill; must specialize; cannot exceed prer sk lv
Horse Archery (Hard) Def: Bow-4
Prereq: Bow and riding at 12; cannot exceed bow skill
Jab (Average) Def: Boxing-3 or Karate-3
Prereq: Boxing; cannot exceed boxing sk lvl
Jump Kick (Hard) Def: Karate-4 or Kicking-2
Prereq: Karate; cannot exceed Karate lvl
Kicking (Hard) Def: Karate-2 or Brawling-2
Prereq: Karate or Brawling; cannot exceed prereq sk lvl
Knee STrike (average) Def: Karate-1 or Brawling-1
Prereq: Karate or Brawling; cannot exceed prereq +2
Neck Snap (Hard) Def: ST-4
Prereq: Cannot exceed ST +3
Off Hand Weapon Training (Hard) Def: Combat/weapon skill-4
Prereq: Any Combat/Weapon Skill; must specialize; cannot exceed pre sk lv
Rabbit Punch (Average) Def: Brawling-3
Prereq: Brawling; cannot exceed brawling
Roundhouse punch (Average) Def: Brawling-3 or Boxing-3
Prereq: Brfawling or boxing; cannot exceed prereq
Spin Kick (Hard) Def: Karate-3 or Kciking-1
Prereq: Karate; cannot exceed karate sk lvl
Stamp Kick (Average) Def: Brawling -3, karate-3 or kicking-1
Prereq: Karate or brawling; cannot exceed prereq
Sweeping Kick (Hard) Def: Karate -3 or Kicking-1
Prereq: karate; cannot exceed karate sk lvl
Acrobatic Maneuvers:
Tumbling (aka Vaulting) (special) Def: Acrobatics; cannot exceed Acrobatics skill level
Includes basic maneuvers like forward roll, backward roll, diving roll, and others tried in a combat situation. (This is what an Acrobatic Dodge -B108- is rolled against. Likewise, diving betwee a foe's legs, reducing falling damage, vaulting tot he back of a horse, diving through a window, etc. use Tumbling.
One tumbling maneuver is a Chest Roll - from knees to feet in one second, ending up one or two hexes directly in front or behind the acrobat. Backward Chest Roll is at -2.
Team Acrobatics (Hard) Def: Acrobatics
Human pyramid, human column (stacking), voltige (people tossing). More than one person participates to accomplish the feat.
Stilt Walking (Average) Def: Acrobatics
Must roll every 10 minutes, up to 8 feet from ground with hand stilts and up to 12 for strap on stilts. Feats on stilts are at -5, combat is at -3.
Aerial Acrobatics (Hard) Def: Acrobatics-2
Swinging on ropes, chandeliers, trapezes, etc. (Rigging acrobatics). Straight swing is at Aerial Acrobatics+2, is use legs or flip or twist then at Aerial Acrobatics level (or GM option, depending on circumstance).
Tightrope Walking (Hard) Def: Acrobatics-2
Balancing pole adds +5 for long pole to +1 for small one. Penalty is equal to encumbrance level. Slack rope walking is at Tightrope-3, but may be learned as separate maneuver (Def: Acrobatics-5).
Gymnastics (Hard) Def: Acrobatics
Cartwheels, flip flops, walkovers, handsprings, somersaults, tinsikas, splits, balancing positions, etc. Two skill rolls, one against this maneuver for flawless execution of skill, and one against Performance skill to rate the showmanship quality.
MARTIAL ARTS BOOK MANEUVERS
These are new ones in the martial arts book:
Aggressive Parry (Hard) Def: Karate Parry-4
Prereq: Karate Cannot exceed 2/3 karate sk lv
Aggressive Parrying Kick (Hard) Def: Parrying Kick-4
Prereq: Brawling or Karate
Cannot exceed prereq skill/2
Axe Kick (Hard) Def: Karate-4 or Kicking-2
Prereq: Karate or kicking, cannot exceed prereq sk lvl
Cat Stance (Average) Def: Karate-3
Prereq: Karate, cannot exceed Karate+2
Corps-a-corps (Hard) Def: Fencing or Jitte/Sai
Prereq: Fencing or Jitte/Sai, cannot be improved beyond Prereq sk +2
Drop Kick (Hard) Def: Karate-4 or Wrestling-3
Prereq: Karate or Wrestling, can't exceed prereq sk lvl
Ear Clap (Average) Def: Karate-6 or Brawling-6
Prereq: Karate or Brawling, cannot exceed prereq sk lvl
Eye Gouging (Hard) Def: Brawling -9 or Karate-9
Prereq: Brawling or Karate, can't exceed preereq sk lvl
Face Attacks ( Hard) Def: Brawling-5
Prereq: brawling, cannot exceed prereq sk lvl
Finger Lock (Hard) Def: Arm Lock-3
Prereq: Arm lock
Fleche (Average) Def: Fencing-3
Prereq: fencing, can't exceed Fencing lvl
Floor Lunge (Hard) Def: Fencing -4
Prereq: Fencing, can't exceed fencing
Ground Fighting (Hard) Def: Combat skill-4
Prereq: Combat/weapon skill; must specialize; can't exceed prereq sk lvl
Hand Parry (Special) Roll vs. 2/3 karate, brawling or boxing
Hand Strike (Special) Roll vs. karate, brawling or boxing
cannot be improved
Head Butt (Average) Def: brawling-6
Prereq: brawling, can't exceed prereq sk lvl
Hook Kick (Hard) Def: Karate-3 or Kicking-1
Prereq: Karate, can't exceed karate sk lvl
Judo Parry (Special) Roll vs. 2/3 Judo
cannot be improved
Judo Throw (Special) Roll vs. Judo Skill
cannot be improved
Leg Grapple (Special) Roll vs. Brawling, Judo or Karate
cannot be improved
Lunge (Average) Def: Fencing-2 or Katana-2
Prereq: Fencing or katana, can't exceed prereq sk lvl
Parrying Kick (Special) Def: Karate/2 or Brawling/2
Prereq: Brawling or karate, can't be improved
Retain Weapon (Hard) Def: Weapon skill or DX
Prereq: Weapon skill
Riposte (Hard) Def: Weapon skill-4
Prereq: Fencing or other combat skill, can't exceed prereq level
Shin Kick (Hard) Def: Karate-3 or Kicking-1
Prereq: Karate and appropriate style
Cannot exceed karate
Shuto(Hard) Def: Karate-3
Prereq: Karate, can't exceed karate sk lvl
Slip (Hard) Def: Dodge-3
Prereq: Boxing, can't exceed unencumbered dodge
Spinning PUnch (Hard) Def: Karate-2
Prereq: karate, can't exceed karate
Stop Hit (Hard) Def: Fencing-4
Prereq: Fencing, can't exceed Fencing skill lvl
Trip (Special) Roll v. Judo Skill
Cannot be improved
Yawara (Average) Def: Karate-3 or Brawling-5
Prereq: Karate or brawling, can't exceed prereq sk lvl