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Combination Martial Arts Skills

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Introduction

A few samples of combination unarmed combat skills is given on this page.


Blocking Arm Lock

Skill Points: 1
Prerequisites: Arm Lock, Block
Body Parts: A,A,L or A,L,L
Difficulty: Average
Initiative Modifier: -
Base Damage: 1

This is a combination skill. The martial artist waits for his opponents move and tries to block it while simaltaneously trying to take his opponent's arm into an arm lock. Note that it is possible for the the blocking to fail while the arm lock succeeds. Only one roll is made to determine success or failure for both, however.

Double Arm Lock

Skill Points: 1
Prerequisites: Arm Lock
Body Parts: A,A,L or A,L,L
Difficulty: Average
Initiative Modifier: 6
Base Damage: 1

This is a combination skill. It combines two Arm Lock maneuvres to enable the martial arts to lock both arms of an opponent.

Counter "X" Lock

Skill Points: 1
Prerequisites: Escape Lock; see below
Body Parts: see below
Difficulty: Hard
Initiative Modifier: See below
Ability: THAC0
Base Damage: special

This is a combination skill. It combines the Escape Lock and an any lock skill of Easy difficulty (such as Arm Lock, Leg Lock or Bear Hug). The largest initiative modifier is used.

Flying Kick

Skill Points: 1
Prerequisites: Leap; Kick
Body Parts: L,L
Difficulty: Average
Ability: THAC0 (Strength+Dexterity)
Initiative Modifier: 4
Base Damage: 2

This is a combination skill. It combines the Leap and Kick maneuvres. If the leap is very long (see Leap) a strength+dexterity check must also succeed in order to execute the maneuvre.

Incapacitating Circle Kick

Skill Points: 1
Prerequisites: Incapacitating Touch; Circle Kick
Body Parts: L,L
Difficulty: Formidable
Ability: THAC0
Initiative Modifier: 8
Base Damage: 1d4+1

This is a combination skill. It combines the incapacitating touch and circle kick skills.

Leg Sweep

Skill Points: 1
Prerequisites: Tackle, Kick
Body Parts: L,L
Difficulty: Average
Ability: THAC0
Initiative Modifier: 8
Base Damage: 2

This is a combination skill. It combines the tackle and kick skills. The martial artist used a hard kick to sweep the legs from under his opponent, damaging him and dropping him to the ground.

Package

Skill Points: 1
Prerequisites: Arm Lock; Leg Lock
Body Parts: A,A,L,L
Difficulty: Hard
Ability: THAC0
Initiative Modifier: 6
Base Damage: 1

This is a combination skill. It combines two Arm Lock and a Leg Lock maneuvre. It is useful to prevent an opponent from using an free arm and immobilzing him at the same time.

Pain Punch

Skill Points: 1
Prerequisites: Pain Touch, Punch
Body Parts: A
Difficulty: Average
Ability: THAC0
Initiative Modifier: 6
Base Damage: 1

This is a combination skill. With this maneuver, the martial artist expertly punches his opponents in sensitive places, causing him pain and damage.

Piledriver

Skill Points: 1
Prerequisites: Head Lock; Hurl
Body Parts: A,A,L,L
Difficulty: Formidable
Ability: THAC0
Initiative Modifier: 10
Base Damage: 1d4

This is a combination skill. With this highly skilled maneuver, the martial artist lifts up his opponent, locks his opponents head between his knees and then drops himself to the ground, drilling his opponent’s head into the floor while choking him.

Weapon Catch

Skill Points: 1
Prerequisites: Block; Disarm
Body Parts: A,L,L
Difficulty: Hard
Ability: THAC0
Initiative Modifier: N/A
Base Damage: N/A

This is a combination skill. With this highly dangerous maneuver, the martial artist attempts to intercept an opponents weapon with his bare hands, not only blocking the attack, but also trying to grab the weapon. Similar to the Block maneuver, there is no initiative modifier as the martial artist is waiting on initiative. The martial artists’ opponent roll first, determining the armor class hit. The martial artist then rolls to hit this armor class. If this second to hit roll is made, his armor class is lowered by four places and the martial artist has succesfully grabbed the weapon. Note that this might still be insufficient to succesfully block the attack and prevent the damage - placing your hands in the path of a sword can be a dangerous business. The martial artists’ opponent can try to break free as if breaking a lock, or he can just drop his weapon and draw another. If he tries to break free and loses such a contest, however, the martial artist disarms him.

Back to Unarmed Combat Rules

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