Axe Kick
TechniqueMartial Arts · p.66
Open source p.66Prerequisite: Karate; cannot exceed Karate skill.
Hard
Default: Karate-4.
Prerequisite: Karate; cannot exceed Karate skill.
This kick involves lifting a leg and smashing it down onto
the target heel-first. It’s a special option for Committed
Attack (pp. 99-100) and All-Out Attack (p. B365). Use the
rules below instead of the normal rules for those maneuvers.
An Axe Kick has reduced vertical reach. If your foe’s SM
exceeds yours by +1, you can’t target his head while he’s
standing. If he’s larger, you can’t hit his head unless he’s
crawling or on the ground. Resolve an attack to the foot as
a Stamp Kick (pp. 80-81) rolled at your Axe Kick level.
As a Committed Attack, an Axe Kick does thrust+1 crush-
ing damage – or thrust at +1 per two dice, if better – plus
skill bonuses. Roll against Axe Kick to hit. Afterward, you
can’t dodge or retreat until your next turn, and are at -2 on
all remaining active defenses.
As an All-Out Attack, an Axe Kick does thrust+2 – or
thrust at +1 per die, if better – plus skill bonuses. Hit or
miss, you have no defenses until your next turn!
An Axe Kick is difficult to back away from. If your oppo-
nent’s retreat bonus makes the difference between a hit and
a miss for an attack aimed above the foot, the kick still hits
a lower body part. Head or neck shots strike the torso; torso,
arm, or hand blows hit a leg; and kicks to the groin or leg
stomp a foot.
This move also beats down the target’s guard. A success-
ful attack roll gives the defender -1 to parry any attack fol-
lowing the Axe Kick until his next turn – even if his defense
against the kick succeeds. Axe Kick is a good opener for a
Rapid Strike or Combination!