Unarmed and Non Lethal Combat

Unarmed Combat

Five forms of unarmed combat may be used by characters: Boxing, Kicking, Wrestling, Default Brawling and Street Fighting (Enhanced Brawling.) The damage caused by most of the forms is one quarter actual. Damage. other than actual, is temporary and is recovered at a rate of 1 hit point per round, while actual damage is recovered normally. Enhanced Brawling is 50% actual.

Determining Unarmed Combat Results:  For Boxing, the Player Rolls to Hit normally for each punch thrown.  If a hit is scored, a Second D20 is rolled on the appropriate chart to see what kind of punch or blow is landed.  For Kicking a Roll to Hit is made normally, damage is determined for a successful Hit.  For Wrestling, the Player may either announce a general ‘I attempt to wrestle’ in which case a To Hit Roll is made and the result randomly determined on the results chart.  OR the Player may specify the Wrestling move he or she is attempting and then Roll to Hit with the appropriate modifiers for the move.  For Brawling the player makes a To Hit Roll and if successful damage is applied as per the description, with Strength Bonuses added.  For Enhanced Brawling or Street Fighting, the Player must specify the techiques being applied and then To Hit Rolls are made for each attack.

Boxing     Boxing consists of blows with the fists, and up to 3 attacks per round may be made. (Fighters DO NOT get extra punches) A Boxer may opt to forgo punches in a round, one or more, and instead use his arms to block and parry an opponent’s punches (and kicks.)  Each Block/Parry used INSTEAD of a Punch, will improve the Boxer’s AC by 2 factors against the opponents punch or kick OR against a baton or light club. (This CANNOT be used against edged or weighted weapons like a sword, axe or mace.) One Block/Parry improves AC by 2, two improves it by 4, three improves it by 6 FOR THAT COMBAT ROUND.

When boxing an opponent wearing hard armor (base protection greater than AC5) 1 point of damage per blow is caused to the attacker, unless metal gauntlets are worn. If a dagger pommel or similar object is held in the striking hand, +1 damage per blow is caused, while metal gauntlets or brass knuckles cause +2 points of damage per blow. Attacks are rolled normally, with full bonuses to hit due to strength. Boxing is a unique Weapon Proficiency.

Boxing is conducted by certain formal rules and a trained boxer does not, easily, violate those rules. A boxer will NOT use kidney punches or rabbit punches against an opponent.

Boxing Damage by Strength

Strength Damage

3-5

1

6-15

1d2

16-17

1d3

18

1d4

18/01-75

1d4+1

18/76-90

1d4+2

18/91-99

1d4+3

18/00

1d4+4

19

1d4+5

20

1d4+6

Wrestling  Wrestling is a unique Weapon Proficiency and is the most difficult unarmed combat technique to perform and each form incurs a minus on the roll to hit.  Speed and Dexterity are as important in Wrestling as Strength.  Dexterity and Strength bonuses to Hit will stack in the Offense. Dexterity Bonuses to AC do apply in defense, as do Class Bonuses and magical enhancements. However some Defensive actions are based purely on Strength.

Each wrestler has two actions per round. (Fighter types DO NOT get  bonus attacks) They can be either offensive or defensive, (One of both or two of the same type.) An Offensive Action is represented by an attempt to Pin, Trip, Over bear, Throw, Flip, Hold etc. A Defensive Action is an effort to Escape an existing Hug, Hold, Pin, Choke. Or avoid the Trip, Flip or Throw.  Some cause damage each round the technique is in effect and are detailed below:

Grappling Effects

Technique Penalty Damage Escape
Pin/Hold 1 arm -2 1 (1) bend bars to free
Pin/Hold 2 arms -4 1d2 (1) bend bars to free each arm
Bear Hug -5 1d4 (2) freed when attacker dealt 5 hp damage
Over Bear -4 1d6 (2) 2 bend bars to free
Choke Hold -4 1d6 (2) 2 bend bars to free
Throw/Flip -6 1d10 (3) save vs. dexterity to avoid stun
Trip -2 1d2 (4) save vs. dexterity to avoid

Notes:

(1) hp per round
(2) hp per round + strength bonus
(3) hp + strength bonus + stun
(4) hp + 1/2 movement rate

Punching and Wrestling Results

Attack Roll Punch Damage % KO Wrestle
20+ Haymaker 2 10 Bear hug*
19 Wild swing 0 1 Arm twist
18 Rabbit punch 1 3 Kick
17 Kidney punch 1 5 Trip
16 Glancing blow 1 2 Elbow smash
15 Jab 2 6 Arm lock*
14 Uppercut 1 8 Leg twist
13 Hook 2 9 Leg lock
12 Kidney punch 1 5 Throw
11 Hook 2 10 Gouge
10 Glancing blow 1 3 Elbow smash
9 Combination 1 10 Leg lock*
8 Uppercut 1 9 Headlock*
7 Combination 2 10 Throw
6 Jab 2 8 Gouge
5 Glancing blow 1 3 Kick
4 Rabbit punch 2 5 Arm lock*
3 Hook 2 12 Gouge
2 Uppercut 2 15 Headlock*
1 Wild swing 0 2 Leg twist
Less than 1 Haymaker 2 25 Bearhug*

*Hold can be maintained from round to round, until broken.

Punch: This is the type of blow landed.  Add Strength Bonus, if any, to the damage listed.  (In game terms, the type of blow has little effect, but using the names adds spice to the battle and makes the DM’s job of describing the action easier.)

Damage: Bare-handed attacks cause only 1 or 2 points of damage. Metal gauntlets, brass knuckles, and the like cause 1d3 points of damage. A character’s Strength bonus, if any, does apply to punching attacks.

Punching damage is handled a little differently than normal damage. Only 25% of the damage caused by a bare-handed attack is normal damage. The remaining 75% is temporary. For the sake of convenience, record punching damage separately from other damage and calculate the percentage split at the end of all combat.
If a character reaches 0 hit points due to punching attacks (or any combination of punching and normal attacks), he immediately falls unconscious.
A character can voluntarily pull his punch, not causing any hit point damage, provided he says so before the damage is applied to his enemy. There is still a chance of a knockout.

% K.O.: Although a punch does very little damage, there is a chance of knocking an opponent out. This chance is listed on the table as “% K.O.” If this number or less is rolled on percentile dice, the victim is stunned for 1d10 rounds.

Wrestle: This lists the action or type of grip the character managed to get. Wrestling moves marked with an asterisk (*) are holds maintained from round to round, unless they are broken. A hold is broken by a throw, a gouge, the assistance of another person, or the successful use of a weapon. (Penalties to the attack roll apply to weapon attacks by a character who is in a hold.)

All wrestling moves inflict 1 point of damage plus Strength bonus (if the attacker desires), while continued holds cause cumulatively 1 more point of damage for each round they are held. A head lock held for six rounds would inflict 21 points of damage total (1+2+3+4+5+6). Remember, this is the equivalent of pressing hard on a full-nelson headlock.

Kicking    Kicking is just that, and one kick per round may be made except for fighters and fighter subclasses, who may kick twice per round. Hard, heavy boots, sharp pointed toes or heels cause +2 damage per blow, and soft boots or shoes cause +1 damage per blow. If bare feet are used against hard armor then the attacker suffers 1 hit point of damage per blow.

In ‘polite’ circles kicking is considered ‘cheating’ or dirty fighting. Kicking is a unique Weapon Proficiency.

Kicking Damage by Strength & Footwear

Strength Damage Barefeet Damage Shoes Damage Heavy Boots/Heels, etc

3-5

1

2

3

6-15

1d2

1d2+1

1d2+2

16-17

1d3

1d3+1

1d3+2

18

1d4

1d4+1

1d4+2

18/01-75

1d4+1

1d4+2

1d4+3

18/76-90

1d4+2

1d4+3

1d4+4

18/91-99

1d4+3

1d4+4

1d4+5

18/00

1d4+4

1d4+5

1d4+6

19

1d4+5

1d4+6

1d4+7

20

1d4+6

1d4+7

1d4+8

Default Brawling
Brawling is the unarmed combat of the untrained. It is a random mish-mash of punching, kicking, scratching and biting. It DOES NOT require a Weapon Proficiency to employ. To Hit is a roll vs DX at -3. EVERYONE has this skill!  Brawling is one attack per round, except for fighter types that get two per round.

Damage is based on Strength but is less specific, less focused and less severe then boxing or kicking.

Strength                                         Damage

3-5

0-1pt

6-15

2pt

16-17

1d2+1

18

1d3

18/01-75

1d3+1

18/76-90

1d3+2

18/91-99

1d3+3

18/00

1d3+4

19

1d4+2

20

1d4+4

Enhanced Brawling (Street Fighting)

Not really a style of fighting, like boxing, but more of an enhanced version of the Default Brawling. A skilled street fighter is basically someone who has brawled a lot and has learned to make his or her attacks more effective (attacks are at normal damage) along with picking up some extra tricks. Though called street fighting there is no urban connection to the skill, a farm boy can be just as effective as a city youth.  This is also the unarmed combat technique that ordinary Infantry and Marines are taught by their drill instructors.  (Officers learn Boxing. Cavalry troops do not get much hand to hand training, instead emphasizing horsemanship.)
Enhanced Brawling includes everything that regular Brawling has, punching, biting, scratching and kneeing, but does so more effectively, and includes several other techniques. Punching, like a boxer. Grappling, like a wrestler. Head Butting and Gouging. A Street Fighter makes three attacks per round, (Fighters DO NOT add to this) selecting from the following list.

A Street Fighter may use two rapid punches like a Boxer. (This counts as two of the three attacks for the round.)

If a Street Fighter has Kicking he or she may employ that as one of the three allowed attacks,

A Street Fighter may attempt only one Wrestling Grapple per round. The fighter’s Grapple is either Offensive or Defensive. (Unlike a wrestler who can attempt one of each.) He may attempt to grapple his opponent in any of the wrestling holds OR attempt to free himself from his opponent’s Grapple.

Head Butting. An illegal move in boxing and one inexperienced combatants rarely think of.  A Head Butt does 1d4 damage to your opponent. It cannot be blocked and can be executed even if the attacker is held in a Bear hug. It also does 1 point damage to the attacker! If the target is wearing a helmet and you attempt a head butt without a helmet of your own (stupid) you take 1d4 and he takes zero. If you BOTH have helmets you each take 1 point damage.

Gouging. Deliberately digging ones fingers into the soft flesh of your opponent, especially the eyes. This is such a nasty technique that there are actually laws treating Eye Gouging as a criminal offense!
An eye gouge attack requires a roll to hit at -4 (small target but you are close) and the subjects DX does apply to avoiding the hit.
On a successful Hit the attacker rolls 1d6 and adds ST bonuses to the damage.

1-3 points damage the eye is swollen shut for the next few hours. If the fight continues the victim is -4 on all actions from reduced vision and pain.

4-5 points the eye has taken lasting damage. If the fight continues the victim is -4 on all actions from reduced vision and pain. There after the subject will be -2 to hit for the next year before it fully heals.

6-8 points the subject is permanently blind in that eye. If the fight continues the victim is -6 on all actions from reduced vision and acute pain.

9 + points. The eye was physically pulled from the socket. If the fight continues (not likely) the victim is -10 on all actions from reduced vision and agony!

Overbearing (NOTE: This is DIFFERENT then the Wrestling Move ‘Over Bear’)
Sometimes the most effective attack is simply to pull an opponent down by sheer numbers. No attempt is made to gain a particular hold or even to harm the victim. The only concern is to pin and restrain him.

To overbear an opponent, a normal Wrestling attack roll is made. For every level of size difference (a Large attacker takes on a Medium defender is one level, for example), the attack roll is modified by 4 (+4 if the attacker is larger; -4 if the defender is larger).
The defender also gains a benefit if it has more than two legs: a -2 penalty to the attacker’s roll for every leg beyond two. There is no penalty to the defender if it has no legs. A lone man attempting to pull down a horse and rider would have at least a -8 penalty applied to the attack roll (-4 for size and -4 for the horse’s four legs).
If the attack succeeds, the opponent is pulled down. A character can be pinned if further successful overbearing attacks are rolled each round. For pinning purposes, do not use the prone modifier to combat (from Table 51).

If multiple attackers are all attempting to pull down a single target, make only one attack roll with a +1 bonus for each attacker beyond the first. Always use the to-hit number of the weakest attacker to figure the chance of success, since cooperation always depends on the weakest link. Modifiers for size should be figured for the largest attacker of the group.

Weapons In Nonlethal Combat
As you might expect, weapons have their place in nonlethal combat, whether a character is defending or pressing the attack.

Weapons in Defense: A character attempting to punch, wrestle, or overbear an armed opponent can do so only by placing himself at great risk. Making matters worse, an armed defender is automatically allowed to strike with his weapon before the unarmed attack is made, regardless of the initiative die roll. Furthermore, since his opponent must get very close, the defender gains a +4 bonus to his attack and damage rolls. If the attacker survives, he can then attempt his attack.

Those involved in a wrestling bout are limited to weapons of small size after the first round of combat–it’s very difficult to use a sword against someone who is twisting your sword arm or clinging to your back, trying to break your neck. For this reason, nearly all characters will want to carry a dagger or knife.

Nonlethal Weapon Attacks: It is possible to make an armed attack without causing serious damage (striking with the flat of the blade, for example). This is not as easy as it sounds, however.

First, the character must be using a weapon that enables him to control the damage he inflicts. This is impossible with a bullet, arrow or sling. It isn’t even feasible with a war hammer or mace. It can be done with swords and axes, as long as the blade can be turned so it doesn’t cut.
Second, the character has a -4 penalty to his attack roll, since handling a weapon in this way is clumsier than usual. The damage from such an attack is 50% normal; one-half of this damage is temporary.