3.2.2.5 Arm Grab [A/R/F]

This manuever allows the character to attempt to grab a target's arm. If successful, the character will have a hold on the target's arm (preventing the target from carrying out most maneuvers).

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 Arm Grab maneuver may optionally turn 60 degrees at the start of the maneuver.

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 Arm Grab is +0, regardless of whether the strike is made closing or stationery. In addition, (because the Arm Grab attack dice roll is a dice roll involving Martial Arts skill and the CO characteristic), the modifier to CO for encumbrance is doubled. Finally, because the Arm Grab is an attack aimed at the target's Arm, there is a penalty of -1 on the attack dice roll.

If the character successfully delivers an Arm Grab, there is no damage dice roll, because an Arm Grab delivers no immediate damage to the target. Instead, a successful Arm Grab results in the character having a hold on the target's arm (preventing the target from carrying out most maneuvers). The character can maintain the hold until the target successfully breaks the hold.

Someone with their arm grabbed cannot move from their current hex. They can attack the person holding their arm, but cannot use the arm that is grabbed to make the attack and will have a penalty of -2 on the attack dice roll while their arm is held. A successful attack that causes the holder to be staggered or stunned will break the hold. Otherwise, a successful break hold maneuver will release the arm.
Arm grab can be executed as a follow-on from a Forearm Block
Arm Grab is delivered in the same hex as target and can be combined with a close into that hex

As a reaction: A non-phasing character can carry out an Arm Grab as a reaction to an attacker's Martial Strike, Arm Grab (i.e. counter-grab) or Punch maneuver.

If a non-phasing character declares an Arm Grab reaction to an opponent's attack, 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: An Arm Grab may be executed as a follow-on immediately after a successful Martial Strike or Forearm Block maneuver.

If a character successfully martial strikes an opponent, he/she can carry out an Arm Grab action as a follow-on to the successful Martial Strike. The opponent may use any available means to block or parry this follow-on attack.

If a character successfully forearm blocks an incoming melee or close combat attack, he/she can use an Arm Grab to grab the arm that attacked him/her and that the character blocked. The character uses the arm that carried out the forearm block to make the Arm Grab attempt (essentially reversing the block into a hold). The opponent may not use the original attacking weapon to block or parry this follow-on attack (since it is still effectively locked with the blocking forearm). To use the Arm Grab, the striking character will need to advance into the opponent's hex (if he/she is not already in the same hex).

Following up from an Arm Grab: If the character is successful with the Arm Grab, he/she may follow up a Punch or Martial Strike (using his/her other hand), Head Butt, Arm/wrist Lock, Martial Throw (which will break the hold) or Pull Down maneuver. He/she gains a bonus of +1 on attack dice rolls delivered against the opponent whose arm he/she is holding. The character can choose to release the hold at any time (e.g. if the opponent is knocked back and the character does not want to move with the opponent).


Action point cost: An Arm Grab action, reaction or follow-on uses one action point.

A mounted character can carry out an Arm Grab 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); he/she also suffers a penalty of -2 on the attack dice roll for being mounted.