Unarmed Combat Cheat Sheet

Three types of attack: Blows, Grapples and Throws

Hand Blows

  • Attacks: 2 Attacks
  • Conditions: 1 per free hand
  • Offhand: Dexterity is averaged with offhand.

Kick

  • Attacks: 1 per action
  • Modifiers: +1 STR GRP
  • Secondary Attack: A secondary attack with averaged BCS is allowed if the first attempt misses, but WDA is lost if a secondary attack is made.

Leaping Kick

  • Attacks: 1 per action
  • Modifiers: +2 STR GRP
  • Travel Distance: May travel up to "Broad, Standing" (around 2 meters)
  • Prerequisite: No requirement of walking, may combat move 1 hex before leaping
  • WDA: WDA is 0
  • CDA: CDA*2 (Must be declared at the start of the attack action)
  • Armor: HALF DAMAGE against RIGID armor
  • Combat Move: Leaping Kick is considered a Combat Move and does not allow a free attack. (It is not a normal move, reference Book 2, page 25)

Unarmed Combat Grapples

  1. BCS for Unarmed Attack: One attempt per action
  2. Determine location
  3. Damage Calculation: If it's a Limblock or Choke, apply STR GRP damage times WDM = 1 + BCS/20
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
Hit Location

Character Skills
No character has Unarmed Combat.

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.

Throws or Sweep Determined by Hit Location on Success

+1 BCS fi in same hex as opponent
Above Belt Throw
Below Belt Foot Sweep

Throw Procedure

1. BCS for Unarmed Combat Attack
2. DFT AST for free attack on success
3. STR AST to throw 1 additional meter, miss equals normal throw
4. 180° degrees from prior hex for landing point, +/- 60 degrees

Throw Effect Number

STR Effect group roll (Critical Hit adds 10 to effect number)

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.



Aftermath! Game and Data Copyright © 1981 Robert Charrette and Paul Hume      Clear Cookies Search Site Changes/Updates

To help personalize content, tailor and measure ads, and provide a safer experience, we use cookies. By clicking or navigating the site, you agree to allow our collection of information on and off i314.org through cookies. Learn more, including about available controls: Cookies Policy.