Unarmed Combat Cheat Sheet

Three types of attack: Blows, Grapples and Throws

Blows

Hand Blows: 1 per hand, off hand dex averaged with second blow.

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.

Unarmed Combat Grapples

Hit Location
Location Result
Limblocks WDM = BCS/20 * Effect Die, each round.
May walk victim per one hex action phase
Victim must drop objects in hand.
Pins
must start prone
Target must be prone. Target can't take actions.
Chokes WDM = BCS/20 * Effect Die, exceeds health = system shock

Throws

+1 BCS if same hex Hit Location
Above Belt Throw
Below Belt Foot Sweep
DFT AST for free attack on success
STR AST throw 1 meter
180 degrees from prior hex for landing point, +/- 60 degrees

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!

Unarmed Combat Grapple Defense

Technique Effect
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.


Aftermath! Game and Data Copyright © 1981 Robert Charrette and Paul Hume     GM Login   Player Login       Changes/Updates

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