Grappling
Close quarters combat!
Grappling
Need at least one empty hand and must be in "close combat" in your enemy's hex.
Can be done in place of an Attack.
Defense is as normal, and Attack Options can be applied.
On a successful grapple the enemy has -4 to DX and cannot move away as long as they are grappled.
- If you grapple an enemy of more than 2x your ST, you do not prevent them from moving, and only count as extra encumbrance.
To grapple another body part (non-torso), apply half the penalty from Hit Locations.
- Enemy only has -4 to DX when using that body part.
- When grappling an arm or hand you can force your enemy to drop it (cant grab it), by winning a Regular ST Contest (once per turn).
Once an enemy is grappled, you may attempt the following actions on your subsequent turns:
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Takedown:
- Only works on a standing foe, roll a Quick Contest of ST, DX or best grappling skill.
- On a success your enemy is down, on a failure your enemy is free of your grapple, on a tie nothing happens.
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Pin:
- Only works on an enemy on the ground, roll a Regular Contest of ST.
- The larger fighter gets +3 for every Size Modifier larger, the fighter with the most hands free gets +3.
- On a success, your enemy is pinned and helpless. Only one hand is required to keep them thus, on a failure or tie nothing happens.
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Choke or Strangle:
- Only works on an enemy grappled by the neck, roll a Quick Contest, your ST vs the higher of your enemy's ST or HT.
- You are at -5 if only using one hand. If your Size Modifier exceeds your enemy's, you can squeeze their torso instead, rolling at a -5.
- On a success, your enemy takes crushing damage equal to your margin of victory, DR protecting normally.
- Multiply injury to the Neck by 1.5 as per usual, if any damage penetrates the DR the victim starts to suffocate, losing 1 FP on their next turn, and every subsequent turn (see Suffocation).
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Choke Hold:
- Using Judo-2 or Wrestling-3 you may try to incapacitate without applying crushing damage by grappling your target from behind using both hands.
- Defenses work as normal, the target dealing with the usual penalties from behind.
- Your enemy may attempt to Break Free on their turn, but you are at a +5 in the Quick Contest.
- Do note that the target's neck or head is the part being grappled, so they may attempt a Wild Swing, Back Kick, etc. at the usual -4 for being grappled.
- On your next turn and each turn afterward your target loses 1 FP (see Suffocation).
- If you wish you may also choke your target for crushing damage at the same time, gaining +3 to STR for this purpose.
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Arm Lock:
- Using Judo or Wrestling, you must have two hands free and make a successful barehanded parry against your opponent's melee attack.
- On your first turn following the parry, you may try to capture your attacker's arm if they are still within one yard.
- Step into close combat, and roll against Judo or Wrestling to hit (your enemy can use any active defense, including parrying your hand with a weapon).
- If their defense fails, you trap their arm in a lock and their arm is considered grappled.
- You gain +4 in a Quick Contest if your enemy tries to Break Free, if they lose, they gain a cumulative -1 on future attempts to Break Free.
- On your next turn (and subsequent turns), you may try to damage the trapped arm. Roll a Quick Contest, the highest of your Judo, Wrestling or ST vs the higher of your enemy's ST or HT, on a success you inflict crushing damage equal to your margin of victory.
- The target's natural DR, and DR of rigid armor protect, but flexible armor does not.
- If you cripple your victim's arm, they drop anything in that hand and you can deal no further damage, however you can continue succeeding the Quick Contest to inflict shock and stunning just as if you had inflicted damage.
- These damaging rolls do not count as attacks (free actions) and you can make close combat attacks, your enemy defending at -4 in addition to any other penalties.
- Without parrying you can grapple your target, then bring them into a arm lock on your next turn.
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Neck Snap or Wrench Limb:
- If you have grappled a neck, skull, limb, or other extremity, you can twist.
- After the target's failure to escape your grapple, roll a Quick Contest, your ST-4 vs the higher of your victim's ST or HT.
- On a success you inflict swing: crushing damage on the neck or limb.
- After the target's failure to escape your grapple, roll a Quick Contest, your ST-4 vs the higher of your victim's ST or HT.
- If you have grappled a neck, skull, limb, or other extremity, you can twist.
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Other Actions:
- You cannot Aim, Feint, Concentrate, Wait, or make ranged attacks, unless you have pinned your enemy.
- Drag or Carry
- If you have pinned your enemy, you can move or step normally, dragging or carrying them. Your enemy counts as encumbrance, reducing your Move.
When Grappled
You cannot Move, unless you have at least 2x your enemy's ST.
Aim, Feint, Concentrate, Wait maneuvers, and ranged attacks are impossible.
If pinned you cannot do anything requiring physical movement.
Otherwise, you can:
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Attack, or All-Out Attack
- You cannot use any limb that has been grappled.
- You are limited to unarmed attacks, or using weapons with reach of C.
- You can stab with a dagger, but not swing a sword.
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Ready
- If you have a hand free, but you must succeed on a DX roll.
- Failure means you drop the item.
- Ready maneuvers to switch Advantages on or off auto succeed.
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Break Free
- You must succeed a Quick Contest of ST.
- Your enemy has +5 if grappling with two hands.
- If you are pinned and your enemy uses two hands they roll with +10 and +5 if only using one.
- If you are pinned you may only attempt to break free once every 10 seconds.
- If either grappler has more than two arms, each additional arm grants +2.
- If your enemy is stunned, they roll at -4, if they fall unconscious, you are automatically free.
- On a success, you break free and may immediately move one yard in any direction.