Location | Result |
---|---|
Limblocks | WDM = 1+BCS/20 * Effect Die, damage each round. May walk victim per one hex action phase Victim must drop objects in hand. |
Pins (10-12) Target must be prone, miss if not prone |
Target must be prone. No damage is done, but when STR EFF Die * WDM (1+BCS/20) exceed opponent STR, the target is held motionless.
Target can't take actions once held. |
Chokes Head or Neck (1-3) |
WDM = (1+BCS/20) * Effect Die, exceeds health = system shock |
Character | Skills |
---|
Note to Players: Information here is considered metagaming. Your character should not reference or use these numbers in game to determine who should roll for specific skills.
Above Belt | Throw |
Below Belt | Foot Sweep |
STR GRP Effect Number | Outcome of Throw |
---|---|
0-1 | The throw is incomplete. Target must abort action. |
2-3 | The throw is incomplete. Target DAZED, remains on feet. |
4-6 | Target thrown, Prone next action. DFT AST to avoid DAZED. |
7-9 | Target thrown, Prone next action. DFT AST to avoid DAZED. Roll STR GRP effect in Subdual damage (no armor reduction). |
10+ | Target thrown, Prone next action. DFT AST to avoid DAZED. Roll STR GRP effect in Subdual damage (no armor reduction). Must make HLH AST to avoid System Shock! |
BREAKFALL: Unarmed Combat defender may roll Average BCS to reduce the effect number of damage below by STR Effect Die.
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