The table below summarises common unarmed and close combat maneuvers that use the Martial Arts skill. Each is then described in more detail in the linked section.
Martial arts maneuver | Action, Reaction or Follow-on | Action point cost | Range | Attack mod. | Damage rating | Description |
Martial Strike | Action, Reaction or Follow-on | 1 | 0 (Close) | +1 | 5 Blunt or Impaling | This manuever covers a range of martial arts attacks such as spear hands, karate chops, lunge punches, kites, palm strikes, elbow strikes and kneel punches. Essentially, the character aims an attack with his/her fingers, palm, fist or elbow at a target. 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 may take damage from this maneuver if the target is armoured. May be executed as a follow-on after a successful Block, Forearm Block, Side-step Dodge, Arm Grab, or earlier Martial Strike maneuver. May also be executed as a reaction to someone closing into the character's hex. If the character is successful with the Martial Strike, he/she may follow up with a further Martial Strike or with a Arm Grab or Head Lock maneuver. |
Martial Kick | Action, Reaction or Follow-on | 2 | 1 (Melee) | +1 | 6 Blunt | This maneuver covers a range of martial arts attacks such as front kicks, side kicks, back kicks, flying kicks and kicks from prone. Essentially, the character aims an attack with his foot or knee at a target. The attack is carried out from an adjacent hex either with the character stationery (like a Stand and Attack maneuver) or with the character delivering a flying kick by moving into the adjacent hex as part of the maneuver (like an Advance and Attack maneuver). Unlike a normal Stand and Attack maneuver, a character can deliver a Martial Kick at a target in an adjacent hex behind him/her (a back kick). The character may take damage from this maneuver if the target is armoured. May be executed as a follow-on after a successful Block, Forearm Block, Side-step Dodge, Drop Dodge, Leg Sweep or Arm Grab maneuver. May also be executed as a reaction to someone closing into an adjacent hex to the character. If the character is successful with the Martial Kick, he/she may follow up with a Leg Sweep maneuver. |
Spinning Kick | Action | 3 | 1 (Melee) | +0 | 8 Blunt | The character spins 360 degrees on the spot and delivers a spinning kick (roundhouse kick or reverse turning kick) to the target's upper body or head. This maneuver is carried out from an adjacent hex, like a Stand and Attack maneuver. It is a high impact maneuver that, if successful, delivers more damage than other unarmed combat maneuvers.The character may take damage from this maneuver if the target is armoured. |
Leg Sweep | Action or Follow-on | 2 | 1 (Melee) | +0 | 4 Blunt and trips up target | The character crouches down and attempts to sweep the target's legs out from under him/her, tripping him/her up and causing him/her to become prone. This maneuver is carried out from an adjacent hex, like a Stand and Attack maneuver. May be executed as a follow-on after a successful Martial Kick or Drop Dodge maneuver. If the character is successful with the Leg Sweep, he/she may follow up with a Martial Kick maneuver (kicking the now prone target). |
Arm Grab | Action, Reaction or Follow-on | 1 | 0 (Close) | +0 | n/a - creates hold | The character attempts to grab a target's arm. May be executed as a reaction to an attacker's Martial Strike, Arm Grab (i.e. counter-grab) or Punch maneuver. May be executed as a follow-up immediately after a successful Martial Strike or Forearm Block maneuver. If successful, the character will have a hold on the target's arm (preventing the target from carrying out most maneuvers) and can follow up with a Punch, Martial Strike, Head Butt, Arm/wrist Lock, Martial Throw or Pull Down maneuver. |
Leg Grab | Reaction | 1 | 0 (Close) /1 (Melee) | +0 | n/a - creates hold | The character reacts to an attacker's Kick or Martial Kick by attempting to grab the attacker's leg. If successful, the character will have a hold on the target's leg (preventing the target from carrying out most maneuvers) and can follow up with a Martial Kick or Martial Throw maneuver. |
Arm/Wrist Lock | Follow-on | 1 | 0 (Close) | +3 | 4 Blunt and maintains hold | After a successful Arm Grab, the character can attempt this maneuver to convert the hold into a painful nerve lock that immobilises the target's limb (forcing them to drop any weapon they are carrying in that hand) and is more difficult to break than an ordinary hold. This could be, for example, by twisting back the target's wrist, elbow or shoulder joints. 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). If desired, the character can follow up a successful Arm/wrist Lock maneuver with a Martial Throw or Pull Down maneuver. |
Martial Throw | Follow-on | 2 | 0 (Close) | +1 | 4 Blunt | After a successful Arm Grab, Leg Grab, Arm/wrist Lock or Head Lock maneuver, the character can attempt to force the target off-balance so that he/she falls prone while the character remains standing. |
Pull Down | Follow-on | 1 | 0 (Close) | +3 | 4 Blunt | After a successful Arm Grab, Arm/wrist Lock or Head Lock maneuver, the character can pull downwards so that both the character and the target fall to the ground. This maneuver is also known as a sacrifice throw. |
Head Lock | Follow-on | 2 | 0 (Close) | +0 | 5 Blunt and creates hold | After a successful Martial Strike, the character attempts to grab the target's head and put him/her into a painful and immobilising head lock. |
Rolling Dodge | Reaction | 1 | Any | n/a | n/a | In reaction to an attack, the character performs a somersault forwards to dodge the attack and also move one hex closer to the opponent. If the character is successful with the Rolling Dodge, he/she may follow up (depending on how close he/she now is to his/her opponent) with a Martial Strike or Martial Kick maneuver |
Drop Dodge | Reaction | 1 | Any | n/a | n/a | The character crouches to duck under an attack, while remaining in the same hex. Particularly effective against Spinning Kicks and attacks aimed at the Head. Provides no benefit against attacks aimed at the Legs, including Leg Sweeps and Leg Grabs. If the character is successful with the Drop Dodge, he/she may follow up with a Martial Kick or Leg Sweep manuever. |
Break Hold | Action or Reaction | 2 | 0 (Close) | n/a | n/a | If the character has been successfully Leg Grabbed, Arm Grabbed or held in a Arm/wrist Lock or Head Lock, this maneuver allows the character to attempt to break out of the hold and break free. |
Forearm Block | Reaction | 1 | Any | n/a | n/a | The character reacts to an attacker's Punch, Kick, Martial Strike, Martial Kick or Spinning Kick maneuver by blocking the attack using one or both of his/her forearms. If the character is successful with the Forearm Block, he/she may follow up with a Punch, Head Butt, Martial Strike or Martial Kick maneuver. A Forearm Block may also be used to block weapon attacks (whether close, melee or ranged), but at a penalty. |
Effective use of the Martial Arts skill is heavily affected by the ability of the character to move unimpeded. Accordingly, for all dice rolls involving Martial Arts skill and the CO characteristic, the modifier to CO for encumbrance is doubled.