Combat Terms

Combat Terms

Combat moves that many characters have, but seldom use…

Body Flip/Throw: A judo style flip/throw that uses an attacker’s own momentum and leverage to “flip” or “throw” the opponent off his/her feet and onto the ground.
Number of actions: 1; Damage: 1D6 + P.S. damage, victim loses initiative and one action.
Note: Victim may attempt to roll with impact/fall to take half damage, but other penalties remain.

Critical Strike: According to the book, a critical strike is “a powerful, special or nerve shattering strike that inflicts double the usual amount of damage. Critical strike/damage can be inflicted with bare hands or with a weapon.” I take that to mean the entire damage is doubled, including bonuses.

Damage

Hand Strike Damage
Backhand Strike 1D6
Body Flip 1D6
Human Fist (punch) 1D4
Knife Hand 2D4
Karate Strike 2D4
Palm Strike 2D4
Elbow/Forearm 1D6
Power Punch Double damage + other damage bonuses. Two attacks.
Foot Strike Damage
Kick Attack 2D4
Karate Kick Attack 2D6
Jump Kick 3D6*2
Roundhouse Kick 3D6
Snap Kick 1D6
Wheel Kick 2D6
Knee 1D6
Backward Sweep No damage, but knocks down opponent (opponent loses
One melee action and initiative).
Tripping/Leg Hook No damage, but knocks down opponent (opponent loses
One melee action and initiative).
Power Kick Double damage. Two attacks. Applicable to all kick/foot
Strikes that inflict damage, except leap and jump kicks.
Miscellaneous Damage
Thrown/Dropped Small Objects 1D4 or 1D6
Thrown/Dropped Large Objects 3D6 per 100 lbs. + 10 per 40’
Falling 1D6 per 10’
Collision 2D4 per 10 mph

Disarm: The act of disarming is simply getting rid of the opponent’s weapon; it does no damage. It can be used as a defensive move in place of a dodge or parry, or can be done as an attack/strike. Counts as one melee action. Opponent is disarmed on a roll of a natural 19 or 20 when used defensively. When used as an attack, strike to attack as usual; high roll wins. Disarm does not give the weapon to the character making the disarm move.

Dodge: A character dodges by moving out of the way of the attack, always using one action per melee round.

Entangle: A defender can attempt to trap the weapon or arm of an attacker. This is done instead of parrying or dodging, and takes up one action per melee. The entangle is successful if the defender rolls above the attacker’s strike roll. It takes one attack and a roll to entangle to keep an opponent’s arm or weapon entangled every melee round. In order to get free, the entangled opponent must roll a dodge against the entangle roll.

Holds: Using both hands, the attacker grabs on to some part of the opponent’s body and attempts to immobilize him. If the strike is successful, then the victim is helpless until released. Holds do no damage. Neither the attacker nor the victim can attack, parry or dodge while the hold is working. To get out of the hold, both the victim and attacker roll twenty-sided dice and add in their P.P. attribute scores. The person doing the hold also gets to add in all his bonuses to hold and from the P.P. attribute (if any). High roll wins.

Initiative: You all know that this is, but initiative is automatic in sneak attacks and long-range attacks.

Knockdown: Getting knocked down, falling or getting struck by a fast, heavy vehicle, or explosion, or falling or getting knocked back dozens of yards will cause a character to take damage from the force of the impact.
Damage: Inflict 1D6 HP/SDC for every 20’ one falls or is knocked back. Take 1D6 points of damage for every 20 MD in an explosion, rounding down. If the fall/knockback is 100’ or more, than is a 65% chance of being temporarily knocked out for 1D6 melee rounds.
Penalties: in ALL cases, when knocked down or off his feet, character automatically loses initiative and one melee action.

Maintain Balance: When some kind of knockdown attack has succeeded, while the character is starting to fall over, this is his last chance to attempt to recover. A successful roll (over the opponent’s strike roll) means that the character will immediately regain his balance and remain standing. This uses one melee action.

Multiple Attackers: Characters with hand-to-hand skills can attempt to parry any attacks within their line of sight. The defender from multiple attackers can strike at only one target at a time.

Paired Weapons: Users of paired weapons can do the following:

  • Strike and parry simultaneously.
  • Do twin strikes against a single target or against a pair of targets.
  • Can parry two different opponents at the same time.
    Note: A twin, simultaneous strike with both weapons means losing the automatic parry and leaves the character open to his opponent’s next attack without benefit of a parry. Dodge is optional, but uses up a melee action).

Pull Punch: The ability to control the force of a hand-to-hand attack, whether it be a punch, kick or with a hand weapon. Usually used to reduce the blow to less than killing force. The character can choose to do half damage, quarter damage, a single point or no damage at all. Must roll an 11 or better. A failed roll means full damage is accidentally inflicted.

Roll with Punch/Fall/Impact: Hand to hand combat fighters can reduce the damage from blows and falls by rolling. If the defender is successful, the only half damage is taken. Does not work against energy blasts, bullets, fire, bladed weapons, psionics or radiation. Victims must roll higher than the attacker’s roll. Falling characters must roll a 14 or higher to roll with the fall.

“Loses initiative and one attack”. What does that mean?
The victim will lose their next attack, and no matter where they were in the combat order they will be moved to last in the order.

Combat Terms

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