In all of Star Trek History, there has been no greater melodramatic fighter than the captain of the USS Enterprise, James Kirk. Full of wild moves, swinging arms and overacting, Kirk used many fighting techniques and those he made up, to fall a foe. The following are combat maneuvers that may be bought by PC’s to enhance their fighting skills.
Aggressive Parry (Hard): defaults: Parry-4. Prerequisites: Karate. This maneuver can be used against hand to hand attacks only. Instead of trying to deflect a punch or kick, the user attacks the incoming hand or foot! Roll for Parry-4. If successful, roll for damage normally. If one fails his roll, the attack hits normally. On a critical failure, the skill user’s hand is hit and takes +2 damage. This skill cannot exceed 2/3 of the Karate skill level.
Arm or wrist lock
(Average): defaults: Judo or Wrestling.Prerequisites: Judo or
Wrestling. With this skill, a PC can twist an
opponent’s limb, paralyzing
or crippling him. First, one must successfully parry an attack in
hand to hand combat or make a
Grapple using DX, Judo
or Wrestling. If one succeeds, they grab the opponents arm.
On the same turn, roll a Quick Contest: Arm Lock skill vs. Opponents
DX, Wrestling or Judo skill. If the skill user wins, he has his opponent’s
arm in a lock. The opponent may try to break free; use Arm
Lock+4 or ST against his ST or Judo in another Quick Contest. If
the skill user wins, the arm is immobilized. The victim can continue
to try to break free at a -1 penalty for subsequent turns.
On the next turn, you may choose to inflict pain or damage on the trapped limb. A third Quick Contest (Arm Lock vs. ST or HT) is required. If you win, 1 point of damage or pain is caused for every point by which you make the roll. If you do crippling damage, you break the limb. No more damage can be made, but all further attempts to cause pain are at +3!
The arm lock counts
as torture on an Interrogation roll.
Choke hold (Hard): defaults: Judo-2, Wrestling-3. Prerequisites: Judo or Wrestling. This special grapple consists of locking one forearm around the target’s neck, applying pressure to the windpipe and effectively shutting off the victim’s air supply. The attacker must have successfully Grappled with the victim from behind. A Choke hold roll is necessary to place the victim in the hold. Once there, he begins to suffocate. A victim will lose 1 point of fatigue a turn while being suffocated. When he reaches zero, he falls unconscious. A victim may try to break free at a -5 penalty.
Disarm (Hard): defaults: Karate-4 or Wrestling-3. This maneuver allows an unarmed man to take an attacker’s weapon. The defender must have successfully parried the weapon attack, or must grab the foe’s weapon arm. On the next turn, a Quick Contest is made between Disarm and DX to disarm the weapon. Failure means the attacker keeps the weapon; a critical failure means a hit on the hand! A tie should result with the weapon falling to the floor.
Drop Kick (Hard): defaults: Karate-4 or Wrestling-3. Prerequisites: Karate or Wrestling. This kick uses both feet in an attack designed to knock down a foe. The kicker must move at least one yard before attempting it. A roll against Drop Kick is required. The target can Dodge or Block, but cannot Parry. The kick does thrust+2 damage and has a reach of 2 hexes. Additionally, this kick is treated as a Slam (B112) at ST+2 for the attacker. The attacker may make an Acrobatics-5 roll to attempt to land back on his feet, otherwise he automatically falls to the ground, successful on his attack or not.
Feint (Hard): defaults to any combat skill. Identical to the skill on page B105. It can be increased up to 4 levels past the prerequisite skill level.
Head butt (Average): defaults: Karate-6 or Brawling-6. Prerequisites: Karate or Brawling. This common brawling technique can only be used in close combat. The Head Butt is an attack against the opponent’s head. Roll against the Head Butt maneuver. Modifiers: +1 if the opponent is being Grappled with both hands. The victim cannot Parry, but may Dodge at -1 due to close quaters or Block at -3. The attack does thrust-1 damage to the Brain. A miss has no effect, a critical miss results in the attacker taking thrusr-1 damage to his own brain. (If the victim has DR 4 or higher, the attacker must roll vs. HT or takes 1D-3 damage to the brain.
Jab (Average): defaults: Boxing-3 or Karate-3. Prerequisite: Boxing. This is a quick snapping blow which can either allow multiple light attacks or be used as a feint for a more powerful attack. A Jab allows one extra attack that round, but both attacks must be jabs. Jab damage is thrust-3 plus bonuses. Also, a single jab can be used instead of a Feint maneuver; the jab is counted as an attack, and if it hits can do damage normally, but the same to-hit is used as a Feint roll (see B105) the next attack will get the bonuses of the Feint (if any).
Judo Throw (Special): This maneuver is described on B51. A thrown foe, if the attacker wishes, will take 1d-2 damage. A successful throw at -6 will result with the victim falling on his head, taking that damage to the brain. Successful Breakfall rolls will avoid this damage. Roll vs. Judo skill.
Rabbit Punch (Average): defaults: Brawling-3. Prerequisite: Brawling. This skill, also known as a Jim Kirk Special, is an attack swinging both hands like a mace. The blow does swing damage plus Brawling bonuses. With the hands locked together, a PC will parry at ½ his Brawling skill. On a critical failure, both hands will take thrust damage in addition to any other effects of the failure.
Sweeping Kick (Hard): defaults: Karate-3 or Kicking-1. Prerequisite: Karate. This is an attempt to kick an adversary’s legs out from under him. If the attack is not successfully Parried or Dodged, roll a contest between the Sweeping Kick skill and the victim’s DX. Modifiers: +1 to the stronger of the two. If the victim loses, he is knocked down, unless he can make an Acrobatics-5 roll to somersault in the air and land safely.
