3.2.1.2 Punch [A/R/F]

This maneuver enables a character to aim an attack with his/her fist at a target. The blow must be aimed at the target's Chest, Abdomen, Arms or Head.

The attack must be carried out from within the target's hex, so the character may (as part of this maneuver) close into the target's hex (if he/she is in an adjacent hex).

The character carrying out the Punch maneuver may optionally turn 60 degrees at the start of the maneuver.
Punch is delivered in the same hex as target and can be combined with a close into that hex

Once any reactions to the attack have been declared, dice rolls are made to determine whether the attack hits the target. The "weapon" attack modifier for a Punch is always +0; there is no bonus for closing.


If the character successfully delivers a Punch, he/she makes a damage dice roll to determine how much damage the target takes. The "weapon" damage rating for a Punch is 5 and the damage type is Blunt.


The punching character may also take damage from a successful Punch if he/she strikes an armoured target. The punching character is treated as having being hit on the hand by a blunt blow with basic damage equal to the target's damage resistance less the striking character's Combat skill score. For example, Boris who has a ST of +3 and a Combat skill score of 4 (with a +1 specialism in brawling) and is wearing leather gauntlets on his hands (protection value of 3) successfully hits Urlik (who has a ST of +2 and is wearing light mail (protection value 6), giving him a damage resistance of 8) with a Punch. The impact of the Punch on Boris's hand is sufficient to cause him a wound based on a basic damage of 3 (Urlik's damage resistance of 8 less Boris's Combat skill of 5 with the Punch). Boris's own damage resistance on his hand is 6, so the damage is negligible.

As a reaction: A non-phasing character can carry out a Punch as a reaction to an opponent closing into the character's hex, for example as a result of a move, jump back, side-step or parry action/reaction. This represents the character being set and waiting for the opponent.


If a non-phasing character declares a Punch reaction to an opponent's attack (e.g. if they close and strike him/her), both characters carry out their attack dice rolls but no defence dice rolls are made (and hence no defensive reactions help); the character with the higher attack dice roll result strikes the opponent and the other character misses - if both attack dice roll results are equal, both attacks hit their targets simultaneously.


As a follow-on: A Punch can be executed as a follow-on after a successful Block, Forearm Block or Arm grab maneuver.

If a character successfully blocks or forearm blocks an incoming attack, he/she can use a Punch as a second weapon and exploit the situation while his/her blocking weapon is temporarily locked with the opponent's attacking weapon or forearm (unless he/she blocked the original attack using a two-handed weapon). In this case, he/she can carry out a Punch action as a follow-on to the successful block. This represents attacking while the blocking weapon and the opponent's weapon are locked. The opponent may not use the original attacking weapon to block or parry this follow-on attack (since it is still locked with the blocking weapon or forearm). To use the Punch, the punching character will need to advance into the opponent's hex (if he/she is not already in the same hex).


Similarly, if a character successfully Arm Grabs an opponent, the character can follow up with a Punch and the opponent cannot attempt to block or parry the attack with the grabbed arm. To use the Punch, the punching character will need to advance into the opponent's hex (if he/she is not already in the same hex).


Action point cost: A Punch action, reaction or follow-on uses two action points.

A mounted character can carry out a Punch action/reaction, but only against an opponent that is at the same height and in the same hex (e.g. someone on the same mount as the character).