Simple close combat actions
This page is part of the close combat rules.
Simple close combat actions:
The following describes close combat actions the likes of which can be found in any bar brawl. They can be executed by anyone, even without having undergone special training.
| Parry | ||
|---|---|---|
| Damage: | None. | |
| Range: | not applicable | |
| AP costs: | 0 | |
| Handicap: | Depends, please check the parrying rules | |
| Special rule: | If successful, the enemy attack is avoided | |
| Description: | In this case, the attack is either blocked with one's own extremities or the target of the attack (for example, the head) is moved out of the way. More details at the parrying rules. | |
| Punch | ||
|---|---|---|
| Damage: | 1 D6 + Close combat damage | |
| Range: | 3 cm | |
| AP costs: | 3 AP | |
| Handicap: | None. | |
| Special rule: | None. | |
| Description: | This is the simplest, most basic attack any kid knows. It's a simple, straight punch. | |
| Kick | ||
|---|---|---|
| Damage: | 1 D6 + Close combat damage + 2 | |
| Range: | 3 cm. | |
| AP costs: | 4 | |
| Handicap: | -10 | |
| Special rule: | The damage is based on naked feet or jogging shoes or similar footwear. If heavy boots are used, the damage is increased by 1. More at the unarmed weapons. | |
| Description: | A simple kick in the shins, the stomach or the knee of the opponent. It's a simple, frontal kick, not the more acrobatic and painful kicks done by martial artists. | |
| Knee kick | ||
|---|---|---|
| Damage: | 1 D6 + Close combat damage + 2 | |
| Range: | 3 cm. | |
| AP costs: | 4 | |
| Handicap: | - 30 | |
| Special rule: | If the enemy is being held, the handicap does not apply. The hit person must immediately perform a test on body control, that's handicapped by twice the amount of damage. If they fail the test, they immediately drop to the floor and loose half their AP for 1 D3 rounds. For males hit in this way, it's 1 D3 + 1 rounds. | |
| Description: | You ram your knee into your opponent's soft parts. Not exactly sanctioned by the Marquee of Queensberry, but in any case, your opponent won't stand up again that fast. | |
| Choke | ||
|---|---|---|
| Damage: | -2 AP per combat round in which one is chocked | |
| Range: | 3 cm. | |
| AP costs: | 4 | |
| Handicap: | - 20 | |
| Special rule: | The chocked one can do an athletics test per round to reduce the AP loss by one. This test is handicapped by 20 points for each round in which one has been previously chocked. Once they reaches 0 AP, the chocked one looses consciousness. Chocking them to death takes as many combat rounds as they have points on endurance. If the chocking is stopped at this time, the opponent stays unconscious for 2 D10 rounds. | |
| Description: | One grabs the neck of the enemy with one's hands and presses firmly, until they loose consciousness – or life. | |
| Headlock | ||
|---|---|---|
| Damage: | None | |
| Range: | 3 cm. | |
| AP costs: | 4 | |
| Handicap: | - 30 | |
| Special rule: | The enemy is not in a position to attack anymore – or to move themselves much in any way. Furthermore, they are in a position from which their head can easily be attacked (all handicaps reduced by half). | |
| Description: | Your arms pinch your enemy's head into your armpit. They are completely at your mercy now. | |
| Clinch | ||
|---|---|---|
| Damage: | None. | |
| Range: | 3 cm. | |
| AP costs: | 4 | |
| Handicap: | - 10 | |
| Special rule: | The enemy is not in a position to attack or to move around – at all. | |
| Beschreibung: | You clasp either their upper body or their head. Usually done as preparation for further techniques, like knee kick, throws, etc... | |