3.2.2.10 Head Lock [F]

After a successful Martial Strike, the character can attempt this maneuver to grab the target's head and put him/her into a painful and immobilising head lock.

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 Head Lock maneuver may optionally turn 60 degrees at the start of the maneuver.
A Head Lock is delivered in the same hex as target.

Once any defensive reactions are declared, dice rolls are made to determine whether the attack hits the target. The "weapon" attack modifier for a Head Lock is +0. In addition, (because the Head Lock attack dice roll is a dice roll involving Martial Arts skill and the CO characteristic), the modifier to CO for encumbrance is doubled. A Head Lock is always aimed at the target's head so there is a penalty of -4 on the attack dice roll for this..

If the character successfully delivers a Head 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 Head Lock is 5 and the damage type is Blunt. A Head Lock does not do Knock-back

Once a Head Lock is established, the character maintains a hold on the target's neck and head (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 head lock continues, the character can make a further damage dice roll, without having to make an attack dice roll. A character maintaining a head 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 head in a head 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 head.


As a follow-on: A Head Lock can be executed only as a follow-on, after a successful successful Martial Strike maneuver.


Following up from an Arm/wrist Lock: If desired, the character can follow up a successful Head 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: A Head Lock follow-on uses two action points.

A mounted character cannot carry out a Head Lock action.