Hand to Hand Combat System

Unarmed Combat Proficiency is Required to use this system.  

Definitions for Combat:

Attack/Action – A character with initiative may perform an action, or attack with a Low Punch, High Punch, Low Kick, High Kick, Standing Grapple or a Take Down. 

·       Attacks are Unarmed Combat Attacks

·      Counter = An Attack that is either the result of an ability or a failed d6 Result roll.  If you fail the counter attack roll, your opponents attack is successful.  If you succeed, they miss and you deal damage instead.

·      Result Roll – Roll a D6 and use the results charts below applying any relevant modifiers.

Weapon Attacks – considered High or Low punches for the purposes of Martial Arts Abilities.

Definitions of Results:

Glancing Blow - ¼ damage.  When below 1, the blow deals no damage.

KO by % - A knock out condition where a results chart predicts a certain amount of the time, the rolled result will KO the opponent.

·       a combatant with a Strength Bonus receives an additional 3% for each point of bonus.

Submission Holds – gained only with opportunity from Result Rolls, these attacks often result in the opponent no longer being able to effectively continue in combat.

·       modified 3% for each point of Strength and Dex Bonus. Opponent Makes a Str Save Verses either Dex plus Dex Bonus or Str plus Str Bonus, your choice.

 

Category                                 Target Hit                                       Counter                                        Result

4.*Roll 1d6 1. Countered, 2-5. normal Dmg, 6. Free Standing Grapple attack

6. *Roll 1d6 1. glancing blow, 2-4. free Low Kick,  5. Normal Dmg, 6. 10% KO

6. ^ Standing Grapple 1. Opponent breaks hold, 2-4. free SG, 5. Action, 6. 2% chance of Submission Hold

 

*Knee – 1d6 1-4. glancing blow, 5. double damage, 6. 5% chance of disabling blow

*Sweep – 1d6 1. Normal dmg, 2-4 free high punch, 5. Opponent counters,

                  6.  free Ground Grapple + 3% chance of Submission Hold

^ Player punches attackers limb for 1d4, free Take Down Attack 

 

*5. Chest – 1d6: 1. Countered, 2. ½ dmg, 3-4. free LK or HP, 5. 1d4-2, free LK or HP, 6. Action

*6. Head – 1d6 1. Glancing blow, 2-3. free HP or LK, 4.  free Take Down, 5. Countered 6. 15% KO

^ Sidestep – 1d6: 1 = lost balance, opponent gains Action, 2-5 = dodge attack, 6 = Side Blow LP

^Hand Counter 1d6 1-4 Push opponent off balance free low Kick, 5. Free HP or LK, 6. 3% chance of

Submission Hold

*4.Knee – 1d6: 1. Countered, 2-4. half dmg, 5. Glancing blow, 6. Submission 3%

*5.Knee – 1d6: 1. Glancing blow, 2-4. Regular damage +2 5. free HP 6. Action

*6.Groin – 1d6: 1. Blocked 0 dmg, 2. Half dmg 3-4. free LP, 5. 2% Submission Hold, 6. Action + 10% KO

^3.Jump Back – 1-4 0 Dmg, 5. Opponent gains Action, 6. Gains free HP or a 1% chance of                                               Submission Hold

^4.Dodge – 1d6: 1-4. 0 Dmg, 5. Jab punch 1d4-2 6. Free Standing Grapple

^6. 1d6: 1. Countered 2-4 free LK or HK 5. Action gained 6. 10% KO

*5. Arm Lock – 1-4. normal damage, 5. 10% less chance to break hold, 6. Gain Action and free take downs

*6. Head Lock – 1. Countered, 2-4. 5% KO, 5. Action, free Take Down, 6. 10% Submission Hold (NOTE) A Head Lock may not be a called shot unless the move is a “Free Standing Grapple”

 

3.*Slam: 1. Countered, 2. Broken, 3-6 take-down

4 .*Leg Grab: 1-2. Broken, 3-5. Regular Dmg 6. 1d6: 5-6 = Free Ground Grapple

5.*Arm Grab: 1. Broken, 2-4. =Regular Dmg 5. 1d6: 5-6 = free ground grapple, 6. Takedown: 3% Submission Hold

6.*Head Grab: 1. Countered, 2-4. Regular Damage, 5. Free Ground Grapple 1% Submission Hold, 6. Free Ground Grapple: 10% KO

 

THE FOLLOWING TABLES MAY ONLY BE USED WHEN ROLLED INTO FROM THE TAKE DOWN ATTACKS OR WHEN YOUR LAST ATTACK WAS A GROUND GRAPPLE AND YOU HAVE NOT LOST AN ACTION BY YOUR OPPOSITIONS MOVES OR WHEN ALLOWED BY RESULT ROLLS

 

Non Action Results Charts

 

Ground Grapple                                                     Results                                                       GG Counters                         Results

2.*Arm Brace: 1. Countered 2-5. normal dmg 6. Normal dmg + 1d6: 6= Free GG

3.*Leg Brace: 1. Countered 2-5. normal dmg 6. Normal dmg + 1d6: 6= Free GG

4.*Torso Strike: 1. Countered 2-5. normal dmg 6. Normal dmg + 1d6: 6= Free GG

5.*Head Strike: 1. Countered 2-4 normal dmg, 5. +1d4-2: 1d6: 5. free GG 6. 3% Submission Hold

6. Groin Strike: 1. Half dmg, 2-4 Normal dmg + 1d6 6 = free GG, 5. +1d4-2: 1d6 5-6 = Free GG, 6. 10% KO

 

SUBMISSION HOLDS

May only be used as a result of a % roll for a Hold

A roll Verse Ben Bars/Lift Gates is necessary to Break these holds.  You Always lose Action after breaking free.  A player may try once per round until all hp are gone.