Kick: 1 per action, +1 STR GRP (may do secondary attack with avergaged BCS if missed first attempt, WDA lost if secondary attack is made.)
Leaping Kick: 1 per action, +2 STR GRP. May travel up to "Broad, Standing", around 2 meters (no prereq of walk, may combat move 1 hex before leaping)
WDA is 0, CDA*2 (Must declare at start of attack action)
HALF DAMAGE against RIGID armor. Leaping Kick is considered a Combat Move and does not allow a free attack. (It is not a normal move Book 2 page 25)
|Limblocks||WDM = 1+BCS/20 * Effect Die, damage each round.
May walk victim per one hex action phase
Victim must drop objects in hand.
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.
Head or Neck (1-3)
|WDM = (1+BCS/20) * Effect Die, exceeds health = system shock|
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.
|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.