3.2.2.7 Arm/wrist Lock [F]

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).

The character carrying out the Arm/wrist Lock maneuver may optionally turn 60 degrees at the start of the maneuver.
Arm lock continued when prone
Image of arm lock (right) supplied by the USMAF
An Arm/wrist Lock is delivered in the same hex as target.

Because the target of an Arm/wrist Lock is already in a hold, the target may not declare any specific defensive reactions to the Arm/wrist Lock attack. Dice rolls are made to determine whether the attack hits the target. The "weapon" attack modifier for an Arm/wrist Lock is +3. In addition, (because the Arm/wrist Lock attack dice roll is a dice roll involving Martial Arts skill and the CO characteristic), the modifier to CO for encumbrance is doubled. An Arm/wrist Lock is always aimed at the target's arm so there is a penalty of -1 on the attack dice roll for this..

If the character successfully delivers an Arm/wrist Lock, he/she makes a damage dice roll to determine how much damage the target takes from the hold. The "weapon" damage rating for an Arm/wrist Lock is 4 and the damage type is Blunt. An Arm/wrist Lock does not do Knock-back

Once an Arm/wrist Lock is established, the character maintains 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 (but may release the target at any time). In addition, because the character has established a painful nerve lock, every combat turn that the arm/wrist lock continues, the character can make a further damage dice roll, without having to make an attack dice roll. A character maintaining an arm/wrist lock can carry out other maneuvers (e.g. striking another target or blocking an incoming attack), but cannot move from the hex while maintaining the hold and will have a penalty of -2 on any other maneuvers.

Someone with their arm in a arm/wrist lock cannot move from their current hex, and cannot make any maneuvers except for attempting to break the hold or speaking. An attack that causes the holder to be staggered or stunned will break the hold. Otherwise, a successful break hold maneuver will release the arm.


As a follow-on: An Arm/wrist Lock can be executed only as a follow-on, after a successful successful Arm Grab maneuver.


Following up from an Arm/wrist Lock: If desired, the character can follow up a successful Arm/wrist Lock maneuver with a Martial Throw or Pull Down maneuver. A Martial Throw will break the hold, but a Pull Down enables the character to maintain the hold with both characters prone.

Action point cost: An Arm/wrist Lock follow-on uses one action point.

A mounted character cannot carry out an Arm/wrist Lock action.