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Combat Arts

Skill Rate: Fast

Uses: If Weapon skill is for stabbing people, Combat Arts is for stabbing people better

Techniques:

Passive Techniques

  1.   Ambidexterity : Both of your hands are treated as  primary hands. If you have more than two hands, you may gain this technique multiple times. Each time, one additional hand (or hand-like equivalent) becomes a primary hand. You can use standard weapons on primary hands, but only light weapons in off-hands.
  2.   Iron Grip : You can add 1kg times your scale multiplier (1 for humans) to your maximum effort for a Medium Weapon, half that to light weapons, and double it to heavy weapons.
  3.   Quick Draw: You can draw or sheath (or pick up) a weapon or other small object as a 0SA.
  4.   Rapid Charge: The Charge combo component only requires 3m of movement, instead of 6, with this technique. Similarly, Leaping Charge only requires 3m of jump. Creatures of a different scale must move 3 squares of their scale.

Active Techniques:

  1.   Double Throw :   You can throw two weapons from the same hand as a single attack. If it is your off-hand, the two weapons much both add up to be a light weapon, and if it is your primary hand they must add up to be a standard weapon. The two weapons must be of the same type ƒ both shurikens, daggers, etc.. Make one attack roll. If you beat the Target score by one point or more, then you can roll two damage dice as if you hit with two separate attacks. This attack counts as a single attack made with a single weapon, so does not grant an extra attack for Dual Wield.
  2.   Dual Wield : You may use two different weapons for extra attacks. Penalties for range are doubled when you attack with two weapons. Whenever you use a combo, you can gain one additional attack. You decide how many (if you have more attacks from other sources) attacks are made with each weapon, but at least one must come from each. Remember that off-hands can only use light weapons without Ambidexterity. The additional attack is not modified by other combo components (such as Massive Damage, cyclone, lunge, precision strike, etc.)
  3.   Multi Wield : [Requires Dual Wield and either Dexterity 4 or 6 ranks in Weapon Skill] You can attack with a third weapon. You must have some manner of pulling this off (i.e., using Quick Draw (see below) and dropping one weapon in the middle of a combo, having three hands, or attacking once with each hand and adding an unarmed attack). You get one additional attack (on top of the one from dual wielding) for a total of two extra attacks to your combo. At least one attack must be made with each weapon. Ranged attacks still only have double range penalties. This technique may be taken multiple times (the first time it's called triple wield, the second time is called quadruple wield, then quintuple wield, etc.) each time adding another weapon you can make attacks with and granting one bonus attack.
  4.   Titan's Grip: You may wield heavy weapons on one hand (they count as a standard weapon when you do) but you take a -1/-1 Imbalance penalty to all attack rolls made with the weapon when you do so, as well as a -1 Imbalance Penalty to defence rolls (such as parrying) made with the weapon.
  5.   Implausible Weapon Wielder: You can use a super heavy weapon (that is, up to double as massive as a heavy weapon) without resting it on anything. You take a -1/-1 Imbalance penalty to all attack and defence rolls made with the weapon.

Axe Combat Tree: All of the following require Axe proficiency

  1.   Rampage:   [Requires 4 ranks in Weapon Skill] If while rolling for damage, you roll a kill (meet or beat the target's Tougfhness) you may make one additional attack against an enemy in reach „ your axe keeps going right through the first enemy into the second one. This attack must be with the same weapon and uses all the same bonuses as the first attack. The original attack must have been made with a weapon in the Axe family.

Example: Unusual Dual Wielding Combinations

When you think about using two weapons, you're probably picturing someone with a pistol or knife in each hand. Those are only the most obvious ways to do it ƒ however, with a little creativity, anything starts to look like a viable extra weapon! For example, you could use:

  1.   A rifle and underslung grenade launcher
  2.   A crossbow with a bayonet
  3.   Both ends of a staff or spear
  4.   A two-handed sword and a kick
  5.   A punch and a kick
  6.   A punch from your left and right hand
  7.   A longsword and a shield bash
  8.   A shotgun, and then the butt of the same shotgun (it counts as separate weapons when used in this manner)
  9.   A turret mounted tank cannon and coaxial machine gun
  10.   That same tank cannon and a kick to the face of a ninja who snuck up behind you
  11.   A kick and an enemy you picked up using Grab and Throw, in the Wrestle skill.
  12.   A carried and shoulder-mounted weapon in a Mech

Also, remember that with Quick Draw you can draw weapons in the middle of a combo, and just because a weapon is heavy doesn't mean that it takes both hands to carry ƒ just to attack with. So you could viably attack someone with a single greatsword in both hands, let go of it with your left, quick draw a dagger, and stab someone behind you with it.

The attacks don't have to both be melee or both be ranged, either ƒ that dagger could be thrown across the room at another attacker.

Things get even more fun with Improvised Weapon Proficiency or Impale.

Dual Wield gives an incentive for characters to add a little variety to their attacks, making combats that much more interesting.

Blade Combat Tree: All of the following require Blade proficiency

  1.   Riposte : [Requires 4 ranks in Weapon Skill] on a successful Parry defence roll, you get a single free melee attack against the person who attacked you. Your parry must have been done with a weapon in the Blades family, and the free attack must be done with that same weapon.
  2.   Dis-Arm : [Requires 4 ranks in Weapon Skill] If you score a "kill" on damage with a Blade on a called shot, the hand, limb, etc. in question is severed entirely.
  3.   Elegance:   [Requires 6 ranks in Weapon Skill, Weapon Finesse] You may use the Weapon Finesse technique with Standard Weapons, so long as they are in the Blade family. Normally you can only use it with Light weapons.

Blunt Combat Tree: All of the following require Blunt proficiency

  1.   Shock : [Requires 4 ranks in Weapon Skill] While using a weapon in the Blunt family, one target per combo that you hit must make a fortitude check (DC equals the damage you dealt) or be stunned for two seconds.
  2.   Rush : [Requires 4 ranks in Weapon Skill] If you deal a wound with a weapon in the Blunt family, you may move your target one square of your scale (not your target's) in any direction. If your target collides with a solid object, he takes damage as if he had fallen twice the distance. You may only move an individual target once in this manner per round

Spear Combat Tree:   All of the following require Spear proficiency

  1.   Short Haft : [Requires 4 ranks in Weapon Skill] While using a weapon in the spear family, you may threaten and attack targets one step closer than your weapon's typical reach. For example, with a shortspear (Which has a reach of Standard) you may attack enemies that are Standard or Close. When combined with the Lunge technique, you may attack targets that are Close, Standard, or Long.
  2.   Always Ready : [Requires 4 ranks in Weapon Skill] As an immediate 4SA, you may use a combo or single attack against a foe who has moved more than 4 squares. This attack is resolved before the target's charge.

Unarmed Combat Tree: All of the following require Martial Arts proficiency

  1.   Living Weapon:   [Requires 4 ranks in Weapon Skill, Dual Wield, Ambidexterity] You may use a third limb as a weapon. For example, you could attack with both arms and kick with one leg, gaining two bonus attacks with Dual Wield. Normally, you can only use two limbs.
  2.   Skilled Martial Arts: Your Unarmed Attack deals 1d4 damage instead of 1d4-1.
  3.   Combat Martial Arts:   [Requires Skilled Martial Arts] Your Unarmed Attack increases in damage by one die (typically becoming d6's), and you may deal lethal or non-lethal damage with it.
  4.   Advanced Martial Arts:   [Requires 4 ranks in Weapon Skill, Combat Martial Arts] Your Unarmed Attack increases in damage by an additional die (typically becoming a d8).
  5.   Stunning Fist : [Attack Combo +1] [Requires Martial Arts proficiency] One target (that you choose) who was wounded by an Unarmed Attack in this combo must make a fortitude check (DC equals the damage dealt by your attack) or be Staggered for one round.

Firearms Combat Tree:   All of the following require Firearms proficiency

  1.   Five Rounds Rapid : With this technique, you do not increase range penalties for firing on Auto while concentrating fire.
  2.   Strafe: When firing an Automatic weapon, instead of firing at a spherical area, you can fire in a line of the same scale.


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