Unarmed Martial Arts combat has been divided into two areas: Striking and Grap- pling. Strikes are blows using the hands, elbows, knees, head, and feet. Grappling includes wrestling moves, throws, and joint locks. Each phase strikes, grappling moves, or both may be executed. As in armed combat, these moves take specific Combat Actions to execute. In martial arts, the character gets six times his Base Action Time (BAT) Combat Actions each phase. The cost in Combat Actions for each strike or grappling move is given below. Martial Arts Combat Actions Type of Stroke Short Normal Long punch or elbow 1 2 3 knee or kick '2 3 5 duck or block an unarmed opponent 1 duck or block an armed opponent 3 any grappling move 4 A Duck is not a Dodge, but a defensive movement that counts as a parry and does not preclude other actions. When fighting an armed foe an unarmed man must either duck weapon blows, or close to range 1 and block the opponent's arms. The procedures for Striking and Grappling follow. Striking Landing a strike is handled the same way as a weapon blow: the attacker com- pares the number of strikes made to the target's number of parries, ducks, or blocks, then uses rules of section 6.2 to find the Odds Of Hitting. If a strike hits, use the Impact Damage data on table (5E) and the Blunt Damage table (5D) detailed in section 6.2 to resolve damage. Table (5E) also shows the Impact Damage of various dirty tricks such as shield and pommel strikes which may be done in place of other armed combat acts. Grappling Grappling is divided into five distinct moves: Grabs, Locks. Escapes, Pins, and Throws. All Grappling moves take four Combat Actions to do, have Difficulty Ratings (DR), and Position Modifiers (PM). These are given on Table (5F) for each move- ment. Description of the moves and their uses follows. Grabs: Grabbing the opponent is usually the first step in a successful attack. Once the opponent has been grabbed, other moves are easier to execute. A person who has been grabbed halves his Damage Bonus for striking actions. and any limb grabbed may not be used to strike. Locks: The first type of locks are Joint Locks. These put the foe in a position from which he may do nothing but attempt to Escape the lock. The attacker can main- tain the Joint Lock indefinitely and loses position only if the defender escapes. The second type of locks are Choke and Strangle Holds. The opponent is knocked out after two phases in a Choke Hold, and ten phases in a Strangle Hold. A Choke Hold held for N phases does lOx N x N Physical Damage (PD) points. A Strangle Hold held for N phases does N x N Physical Damage (PD) points. Es- capes from Choke and Strangle Holds may be attempted by any means possible, and unlike Joint Locks, no disabling injuries result (see escapes). Escapes: These moves range from freeing the body or limbs from the opponent's grasp to escaping fromJoint Locks. If the Escape is successful the opponents are free and disengaged. In the special case oUoint Locks. if an escape is attempted (10-100) PD* are taken and the locked limb disabled, regardless of whether or not the Escape is successful. Limbs disabled by Joint Locks have a 20% chance of becoming permanently useless. Pins: When an opponent is Pinned, his limbs are immobilized. There are three: types of Pins. The easiest uses all of the attacker's limbs to maintain the Pin. The other two free one or both of the attacker's arms while keeping the foe Pinned. A Pinned person cannot attempt any move other than an Escape. Throws: Throws range from the finesse moves of ju-jitsu to the brute force em- ployed in dragging a man off a horse. If successfully done, the opponent is thrown one hex in a direction chosen by the attacker. The thrown person has a 10 x (his Martial Arts Level) % chance of rolling out of the Throw. If this roll is made he moves 3 hexes in the direction of the Throw, ends up on his feet, and does not take any damage. If he is unable to rollout of a Throw, (30) PD* from a Non-injuring Throw or (10-100) PD from an Injuring Throw are received. If Thrown and unable to roll, it takes 1 to 2 phases to regain footing. The PD* indicates that this damage is divided by four when determining the chance of survival and the time of recovery. When Grappling each person attempts a move on his opponent. To get the results from the character's move, add together his Martial Arts Level, his prior phase's Posi- tion Modifier (PM), and the move's Difficulty Rating (DR) to get his Attack Level (AL). This is cross indexed with the opponent's Defense Level (the opponent's Martial Arts Level plus prior phase's Position Modifier) on Combat Attack Table (4B) to find the Odds Of Success. This process is reversed (enemy as attacker and character as defender) to find the Odds Of Success for the move attempted by the opponent. The character and oppo- nent then try to roll a 00-99 percentile number less. than or equal to their Odds Of Success. If one succeeds and the other fails, the position is changed to reflect the successful move. Ifboth fail, position remains constant from the last phase. Ifboth succeed at moves that cannot coincide, such as two Pins, they have disengaged and must reinitiate combat. Penalties to the Martial Arts Level and Combat Actions allowed per phase are listed below. Martial Combat Arts Level Actions arm disabled -8 -3 leg disabled -12-3 strapped in shield -3-2 holding an object -2-2 surprised, attack from front -2 -2 surprised, attack from rear -15 -4 Example: The brave Captain Plunder rushes Derek who has just mounted his horse. The Captain grabs at Derek's left arm. He has a BAT of 1.0 and therefore gets six unarmed Combat Actions. He uses two of these ducking and four grabbing at Derek's arm. The Captain's Attack Level for his grab is his Martial Arts level of 4 minus the move's Difficulty Rating of2 plus his prior phase's Position Modifier (PM). Since last phase they were not engaged in combat the PM = 0, so the Captain's AL is 4 -2 + 0 = 2. Derek's Defense Level is his Martial Arts Level of 3 plus his last phase's Position Modifier ofO. Looking at Combat Attack Table (4B) an AL of2 versus Defense Skill Level of3 gives the Captain a 30% chance of success. He rolls a 23 and grabs Derek's left arm. While the Captain was grasping at him, Derek, who is mounted, must make a Control rolt for his warhorse. Derek is a 3rd level Horseman and has his left hand on the reins, so from the Action/Reaction table of section 3.3 under Combat Maneuver- ing with one hand free, he has a 30 x 3 = 90% chance of controlling his mount this phase. Derek rolls a 76 and succeeds. Being a 3rd level Horseman, Derek's warhorse may take 1 Combat Action. Derek chooses to hold his ground and Ram the Captain with his horse while taking two punches with his right hand. As always use Combat Attack Table (4D) to see if the Ram hits. Entering this table with the warhorse's Attack Level of 1 versus the Captain's defense level of 4 gives an Odds of Hitting of 36%. Derek rolls a 47, so the Ram misses, the Captain adroitly moving out of the way. Turning attention to Derek's two punches, Derek's Attack Level is 5th (his martial arts level plus the punches WC of2) versus the Captain's 4th level ducks. This gives an Odds of Hitting of 18% (Full Parry for Captain Plunder). Derek rolls an 83 and a 45 to miss with each blow. This ends the action of this phase. In the next phase Derek drops the reins and tries to free his left arm. He must attempt to make a Control roll for his mount with both hands free. The chance of success is now 10 x 3 = 30% (taken from the Action/Reaction table). Derek rolls a 67 and fails, his horse shying away from the Captain's attack at the speed of 4 hexes per phase (determined from the roll of a ten sided die). Since Derek failed his Control roll he cannot use his warhorse to make attacks this phase. Attempting to free his arm, his AL = 3 (martial arts level) + 4 (Difficulty Rating) + 0 (PM) = 7. The Cap- tain's Defense Level is 4 (martial arts level) + 7 (PM) = 11. Derek rolls a 32 against the 22 needed for success, so his arm remains in the Captain's grasp. Taking a second to firm his hold, the Captain tries to drag Derek from horseback. He has an AL = 4 -5 (DR) + 7 (PM) = 6. Derek's Defense Level is 3 + 0 (PM) = 3. The Captain has a 46% chance of success. He rolls a 34 arid pulls Derek off his horse. Derek has just taken a fall from five feet onto the hard street. Referring to the Ac- tion/Reaction table the chance he can take this spill without injury is 100 / 5 x 2 = 40% (Derek is 2nd level Fall Recovery). Derek rolls a 23 and lands without injury ending the action of the phase. Derek and the Captain are now rolling on the ground, struggling. The Captain grunts, trying to put ajoint lock on Derek's left arm. The Captain's AL is 4 -10 + 6 = O. Derek's Defense Level is 3 + 0 = 3. The chance of success is 24%. The Captain rolls a 54 and fails, but still has Derek by the left arm. Derek cries out "Enough of this rolling in the mud" and takes a long stroke kick at the ducking Captain. The Captain has a Full Parry so the Odds of Hitting are 14%. Derek rolls a 11 and hits. Using the Blunt damage table he rolls a 52 for the Hit Location giving a hit into the body. A long stroke kick would do two six sided dice Impact, but since Derek is in the Captain's grasp halving his Damage Bonus, his kick does a single six sided dice Impact. Derek rolls a 6. Using the Blunt damage table, the unarmored Captain takes 18 PD. The Captain rolls a 05 for his Knockout Roll and keels over. Derek gathers himself up, catches his horse, remounts, and rides off into the sunset. 06.06-martial_arts.txt