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HAND-TO-HAND COMBAT Hand-to-hand (HTH) Combat may occur when two oppo- nents are within 10’ of each other at the start of a turn and neither wishes to fight for possassion of an item. If either then Wants to engage in HTH Combat, it must then occur. Each fighter consults the ALLOWABLE COMBAT TABLE and determines which type(s} of combat he or she may use. An agent attacks on the table of his or her choice, but defends on the opponent's attack table. Each then informs the other of the type of combat being used. The form of combat being used determines the total number of allowable actions for the attacker, while the specific breakdown of attacks and defenses is also affected by the form of attack being used. ACTIONS POSSIBLE ‘COMBAT TYPE ACTIONS. Untrained Upto 1 Defense upto 2 Attacks: 2 Action Total Koil Fighing Upto 2 Defenses, up o 3 Attacks: 3 Actions total Boxing Up to 2 Defensa upto 3 Attacks: 3 Actos Total Sword play (Upto 2 Oofeses, upto 2 Attacks: 3 Actions Total sudo Upto 2 Defenses, upto 2 Attacks: 3 Actions Total Maria Arts Upto 2 Defenses, upto 3 Attacks: 3 Actions Total ‘Thus an agent using Martial Arts against any form of combat (meaning that the agent is attacking on the Martial Arts table but defending on the same table on which he or she is being attacked) will be able to use up to 3 total actions, such as 2 attacks and 1 defense or 3 attacks. He or she may use less than 3 if he or she desires, but one cannot '’save up” actions from ‘one turn of combat to the next. The mix of actions varies ac: cording to the form of combat the agent's attacker is using. if ‘our Martial Artist were attacking someone who was using Un: trained combat, the Martial Artist would be able to take up to 1 {meaning either 0 or 1) defenses on the Untrained table and up to 3 (meaning 0, 1, 2, or 3) attacks on the Martial Arts table, The total number of attacks and defenses, however, could not bbe more than 3, although it could be less. The Untrained person ‘could choose up to 2 defenses on the Martial Arts table or up to 2 attacks on the Untrained table. However, the total number of actions chosen by the Untrained person could not exceed 2. ‘Once both fighter’s actions have been selected, both fighters reveal their choices simultaneously and cross-index the ‘attack(s) of each fighter with the defense(s) of the other to determine the possible effects to each fightor. Note that each defense may be applied to each attack, and thus a defense may be used against more than one attack. The defender is then permitted to choose which result he or she will suffer from each attack. One result from each attack must be chosen (although ‘among the choices for some or all of the attacks may be at least, fone no effect result). If an attack is made against someone with ‘no defense at all, a special column (None) is used to determine the result of combat. This columa may nor be used if any other defenses are chosen. Using this column does not count against ‘character's total actions. In such a case the defender has no Cchoice but to accept that result. The attacks of the two fighters, should be considered simultaneous, regardless of the order in which they were resolved. ‘On all tables, certain actions are more costly in terms of time than others. Feint, Clinch, or Retreat count as 2 actions (how- ever, one might still choose one of these as a defense on the Un- ‘rained table). Clinch may not be used two turns in succession, and Clinch negates all attacks made by the Clincher except Holds. ‘When a hit is scored, the indicated combat result table must be consulted. The number of points rolled on that table should be subtracted from the defender's Life Level. Ifa fighter's Life Level reaches zero from HTH Combat (excepting Knife Fighting ‘and Swordplay), that fighter is unconscious and will awaken in 1-100 minutes. On the Knife Fighting and Swordplay table, however, damage is real and thus a fighter reduced to zero Life Levels from this form of fighting is dead. ‘An unconscious character can be killed in one turn using HTH Combat. The attacker simply states to the Admin that he or she is going to kill the unconscious character and, one turn later assuming no intercuptionsl), the character is dead. Naturally, ‘the killer must be standing next to the victim for the full turn an unconscious fighter revives, that fighter will be ata Life Level of ane: he or she will recover one Life Level (that was lost through HTH Combat other than by Knife Fighting or Sword- play} every 30 minutes thereafter. ‘After the injury (if any) is resolved, that turn (5 seconds) of HTH Combat is over. If either combatant wishes to engage in Possession Combat that will occur, and then if either combatant wishes to engage in further HTH Combat that will occur. If neither wishes to engage in Possession or HTH Combat, then either has the option to engage in Projectile Combat. MOVEMENT DURING HAND-TO-HAND COMBAT While fighters are actively engaged in HTH Combat, no movement takes place ather than what is indicated by Combat, Results. When a successful retreat separates fighters by at least 10° normal movement may occur. POSSESSION COMBAT Possession Combat occurs when two opponents: struggling over 3 weapon or some oth ‘must be within 5 feet of each other to init bat. If either fighter wishes Possession Combat to take place, it ‘must occur; however, two turns of Possession Combat cannot bbe fought back-to-back (thus no endless cycles}. ‘Combat for possession of a weapon or other item proceeds ‘as follows: compare the fighters” HTH Combat Values. Subtract the lower value from the higher value to find the difference in values; if there is no difference, randomly designate one fighter as "A" and the other as “'B". Find the difference in values col- ‘umn on the left, roll percentile dice and read across the row to locate the result in the appropriate column. The column in which the dice result is found designates which fighter gains possession of the weapon or item. POSSESION COMBAT TABLE DICE RESULT Inpossession in possession DIFFERENCE of lower value of higher value IN VALUES fighter "A" fighter “B"" o 01-50. 51-00 110 01-45, 46:00 71-20 01-40. 41-00 21-30 01-35. 31-40 (01-30 41-50 (01-25 51-60, 01-20 61:70 ons 71-80 1-10 81-90 (01-05 ‘over 90 For Example: agente Mikaelos and Roberts are in an alley: -Mikaelos has the drop on Roberts, keeping him covered with his revolver. Suddenly Roberts seizes his chance (since Mikaelos is within five feet) and struggles with Mikaelos for the gun Roberts! HTH value is 140, while Mikaelos’ is 97. The differ- tence in values is 43 and a p dice roll of 26 means that Roberts (the higher valued fighter) has the gun. If he wishes to fire it, he must retreat out of HTH Combat range (10') unless Mikaelos wishes to engage in HTH Combat. TYPES OF ALLOWABLE COMBAT If Area of Knowledge values are above the indicated mini- ‘mum level for either Physical Education or Military Science (see AREAS OF KNOWLEDGE) for a particular type of combat, the character can use any type of combat up to and including that level. For example, a fighter with a Physical Education AOK value of 67 can use Boxing, Knife Fighting and Untrained types of combat, but has not yet learned how to use Swordplay, Judo, ‘and Martial Arts. The defender can and must choose defensive ‘maneuvers on the particular HTH Combat table chosen by the attacker, whether or not itis “allowable” for that player's own attack abilities, ALLOWABLE COMBAT TABLE TYPESOF _PHYSICALEDUCATION MILITARY SCIENCE BAT KNOWLEDGE LEVEL KNOWLEDGE LEVEL Untrained o o INJURY MODIFIERS These modifiers alter the injury points sustsined when the sive character is hit; most are dependent on the offensive, fighter's traits. OFFENSIVE FIGHTER'S FITNESS RATING WEAPON VALUE ove not {see MOVEMENT) app during Judo or eat Martial Arts combat) Average © Less than 25 4 Strong 1 25-50 +2 Super +2 51-100 +3 307-150 4 OFFENSIVE FIGHTER'S 151-200 38 UMB USE 201-300 +6 fiisaicaie OOS ee 7 ‘Strong Arm __© _erensive FIGHTER USES Weskteg 1a DEFENSIVE MANEUVER Stan © ONACOMBAT CHART Wearing Boxing Gloves_—2 BEYONDHIS/HER ‘ALLOWABLE COMBAT =2 KNOWLEDGE +3 WRITTEN MANEUVERS GUIDELINES All offensive maneuvers should be written as follows: frst, the side the attack comes from, i.e. right or left (this does not apply during Judo combat); the maneuver itself (isted in the col- lumn at the lett of the table); and an INJURY MODIFIERS which apply. For example: ‘Right hook to head +2". Clinch, Feint and Retreat maneuvers do not need to have a side specified. follows: I the ‘applicable, they 28 ‘can be abbreviated as on the COMBAT TABLE (St, for example) i they are selected as defensive maneuvers. Ha specific defensive maneuver is selected, the following should be witten: the side the defender wishes to protect from attack (does not apply during Judo Combat) — i.e. right or left ~ and the name of the maneuver. Clinch, Feint, and Retreat maneuvers do not need to have a side specified. A defender cannot select as his or her two choices both sides of the same defensive maneuver, i.e., Block Left and Block Right could not be accomplished simultaneously. Different sides for different maneuvers, however, may be chosen; Block Left and Parry Right would be legal. Further limitations imposed by each ‘combat table are listed with the combat table to which they apply. ‘When the offensive and defensive maneuvers are revealed simultaneously and both fighters have written maneuvers which require side choice, two rights or two lefts means Same Side (SS); a right and a left means Opposite Side (OS). Same Side (SS) usually means that the defender has failed to defend the side which was being attacked. For instance defending on the right side against someone who is attacking from the right to the left side, will result in being hit on the left side. COMBAT TABLE EXPLANATIONS AND RESULTS ‘The following explanations are of abbreviations, codes, and words found on the various combat tables. In general, the com batants will announce the type of combat they ara using, the appropriate tables will be found, the combatants choose the actions, and then reveal the attacks chosen, while the defender 6 which of the defenses he or she would like ing the attack with the defense gives one or to apply. Matr ‘more letters, which are the combat results. If the attack is successful, the result will be a letter from V (very light) to Z (ex- treme} damage. This damage may be modified by combat re- sults or by certain other situations (listed under INJURY MODI- FIERS). Rosults and Abbreviations S1—A defense called “'Situstion One”. This can be applied when the defender’s HTH value is less than or equal to ‘twice the offense of the attacker. 'S2—A defense called “'Situation Two". This can be applied when the defender’s HTH value is greater than two times the Offense value of the attac 'S3~A defense called “Situation Three”. This can be applied if the defender’s Physical Strength value is greater than or equal to the attacker's Physical Strength plus 100. V_=Very Light damage, ranging from 0 to 2 points. Roll per centile dice to determine the exact amount of damage; then make any changes required by INJURY MODIFIERS, ll 2 ° 1 point 2points ranging from 1 to 4 points. Roll percentile dice to determine the exact amount of damage, then make ‘any changes required by INJURY MODIFIER: Percentile dice roll Damage 01-25 1 point 26-50 2points 51-75 3 points 76-00 4 points from 3 to 7 points. Roll per- ‘the exact amount of damage: any changes required by INJURY MODIFIERS. Damage 3 points 4 points S points 6 points 7 points Moderate damage, 1 di Y —Severe damage, ranging from 5-10 points. Roll percentile dice to determine the exact amount of damage, then make ‘any changes required by INJURY MODIFIERS. Percentile dice roll 01-15 5 points 16-30 S points 31-50 7 points 51-70 B points 71-85 points 86.00 10 points Z —Extreme damage, ranging from 8 to 17 points. Roll per centile dice to determine the exact amount of damage; ‘then make any changes required by INJURY MODIFIERS. Percentile dice rll Demag 01-10 Bpoints | 11-20 points 21-30 10 points 31-40 11 points ‘SWORDPLAY TABLE 41.50, 12 points 51-60 13 points ATTACK DEFENSE 61-70 14 points PARRY UPSWEEP DOWNSWEEP NONE 71-80 15 points STABTO: SS OS SS OS SS ‘0s 81-90 16 points Head YN = =v ee 91-00 17 points ern Se eae wow Torso - = vO XS cee Leg vwvo ow = a) curto: Head Se eee, vay, arm ows ow - wow Torso yoo ¥ = ow Leg vow vow = wow ‘An Agent may take two total actions on this table — up to two attacks and up to two defenses. UNTRAINED COMBAT TABLE On the Untrained Combat Table, the attacker must indicate whether a blow or hold is being used before the defender selects his 1 orher defenses. DEFENSES ss os ATTACK PROTECT PROTECT FEINT —«CLINCH-=—RETREAT. «= S17. SZ Blows Hand to: Head/Neck Chest ‘Abdomen Arm Leg Foot to: Head/Neck™ Chest Abdomen em" Leg é Sap Billy club Holds Hand over Mouth Bear Hug ‘Arm around Neck Hands on Throat Comealong Lock Bite to: Head Chest Abdomen Arm Log * Possible only if opponent is prone or kneeling, +No damage, but hold successful **Hold unsuccessful, broken. <<8 y wv - = w Y S y Cross: Head Reg ie = = y = = y Uppercut: Head Nie eW a Vees Wa AX w = y = = “a ‘One-Two wow w ow = v v x = 3 y Roundhouse ee = w w y = a Y | Elbowing ee w w Y = es Y Below Belt ‘ae = Y w w y S = Y ‘Shouldering Xo ee = w v x = = a Head Butt SS. == x w v S = a ea Heeling a - w w i = = y ‘Thumbing Micgeestia” Ks = v v x = = Y Rabbit Punch De at se Zz x x 2 = = z JUDO COMBAT TABLE {fan attack combination (throw with lock) is used, the attacker must attempt to use a lock next turn, The attacker must also specify whether Holds or Throws are going to be used before the defender selects defenses. DEFENSES BREAKFALLS ATTACK BACK SIDE FORE ROLL FEINT CLINCH RETREAT NONE Throws Ankle ‘Ankle wilock Handitront Hand/front wilock Hand/rear Hand/rear wilock Hip Hip witock Leg Leg wrtock. Shoulder Shoulder wilock Sacrifice Sactifice w/lock Holds Routine Hold Strangle Lock Choke Lock Straight Armiock Figure Four Armlock Arm Crush xescec8 xsxescesecscs< Tet ig) ) seeeeeecene< iT CLINCH RETREAT Ne seen B meer iis 1 Chia xeex

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