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Outside of your car, you feel slightly uneasy, I mean, in a car you're safe, right? You're within a pillbox of armour, and you have weapons for every occasion. However, stepping outside the vehicle, you're not so safe. Sure, you have your trusty body armour and the faithful submachine gun, but what if you're attacked by sword welding maniacs? So here you are, outside of the local Unarmed Combat School for Beginners wishing to get yourself acquainted with the ins and outs of what to do if you only have a power tool or piece of fruit for defence. You step inside and immediately notice the bulletproof glass shielding the receptionist. Judging by the bullet holes on the walls so far, apparently some people still think that guns are the way to go forward. You step closer and scan the notice board. Brawling, Martial Arts, swords, power tools, even fruit. It's all here. The receptionist smiles sweetly while you make up your mind on what to do. |
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Close combat, man-to-man, hand-to-hand, the stirring stuff of legend. Unfortunately in 2053, most people have guns and thus don't wish to tangle with the unarmed stuff, which is a shame as a lot of arenas pay good money to watch these events. Unarmed combat is handled a lot like regular shooting combat. The main difference is that the attacker must be adjacent to the target. A normal to-hit roll is then made, and if successful, the target takes damage. Of course, there are a wide range of modifiers to be taken into account for hitting and damage. To-Hit Modifiers: All normal to-hit modifiers are in effect, excluding any range modifiers. This means that while the basic to-hit with a fist is 12, when you include the pedestrian size modifier, it becomes a 9.
Blocking: If a character wishes, they may forgo any unarmed combat attack, and instead attempt to block an incoming attack. As the blocker loses their attack, they may only make 1 block per turn. If the attacker is using a weapon of some kind, the blocking attempt will become more difficult, but not impossible, especially to a martial artist - in this case, the block isn't actually a block, but more of dodge or sidestep away from the attack. To make a block, the blocking character must make a normal to-hit roll with whatever they are using, applying the modifiers below.
Skills: There are certain skills that are useful when fighting hand-to-hand.
Brawling:
Blade:
Martial Arts:
Level 1: At level 1, a martial artist will always get in the first strike in unarmed combat if fighting against a non-martial artist, regardless of level, there is no simultaneous attack. If two martial artists are fighting, then the one with the highest level, or skill points within that level will strike first. Only if skill points are matched then the strike becomes simultaneous.
All martial arts bonus - damage, additional attacks, blocks etc, are for use if the character is fighting unarmed, or with clubs, knives and improvised weapons. They do not give any advantages if the character is using swords.
Improving Skills: Martial arts are slightly different though. It takes ten times the next level in skill points to gain that level. Thus, to get from level 0 to 1, it costs 10 skill points, to get from level 1 to 2, it costs 20, and so on.
Unarmed Combat Equipment: The following may be found useful in unarmed combat.
* Affects no part of a vehicle
Club/Improvised Weapons:
Power Tools:
Claymores:
Fruit: And the final lesson for the day: If someone comes at you with fruit - shoot them. |
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