Kicks: 1 per action, +1 STR GRP (may do secondary attack with avergaged BCS if missed first attempt, WDM lost if secondary attack is made.) (*AAE weapon Length)
Leaping Kicks: 1 per action, +2 STR GRP. May travel up to 2 meters (no prereq of walk) WDM is 0,CDA*2 (Must declare at start of attack action)
HALF DAMAGE against RIGID armor.
|Limblocks||WDM = BCS/20 * Effect Die, each round.
May walk victim per one hex action phase
Victim must drop objects in hand.
must start prone
|Target must be prone. Target can't take actions.|
|Chokes||WDM = BCS/20 * Effect Die, exceeds health = system shock|
|Below Belt||Foot Sweep|
STR Effect group roll (crit adds 10 to effect number)
|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!
|HTH Attack||50% BCS or -5, [STR GRP -1] attack allowed, if limb is free.|
|Brawling||Averaged BCS, Breaks free on success|
|Unarmed Combat||Success breaks hold, no damage.|