Actions After a Grapple

Basic Set: Campaigns · p.370

Open source p.370

Once you have grappled a foe, you
may attempt the following moves on
subsequent turns (provided your
opponent does not break free!). Each
action requires an Attack or All-Out
Attack maneuver.
Takedown
This is an attempt to bear your
opponent to the ground. You may only
try this on a standing foe. Roll a Quick
Contest, with each contestant using
the highest of ST, DX, or his best grap-
pling skill. If you are not standing, you
have a penalty equal to the usual
penalty to hit for your posture. If you
win, your victim falls down next to
you (on a game board, he falls in your
hex and any adjacent hex of your
choice). If he was grappling you, he
loses his grip. If you lose, you suffer
the same effects! On a tie, nothing
happens.
Pin
You may only attempt a pin if your
foe is on the ground and you are grap-
pling his torso. Roll a Regular Contest
of Strength. The larger fighter gets +3
for every point by which his Size
Modifier exceeds that of his foe. The
fighter with the most free hands gets
+3. If you win, your foe is pinned and
helpless. You must stay there to hold
him down, but you can free one of
your hands for other actions. If you
lose or tie, nothing happens.
Choke or Strangle
You must have grappled your foe
by the neck. You must normally use
your hands, and can’t do anything else
with them (e.g., parry) while holding
on – but if you have the Constriction
Attack advantage (p. 43), you can use
your body instead. Roll a Quick
Contest: your ST vs. the higher of your
foe’s ST or HT. You are at -5 if you use
only one hand, but at +2 per hand
after the first two. If your Size
Modifier exceeds your foe’s, you can
grapple and squeeze his torso instead,
in which case you roll at -5 unless you
have Constriction Attack. If you win,
your foe takes crushing damage equal
to your margin of victory. DR protects
normally. Multiply injury to the neck
by 1.5. If any damage – even blunt
trauma (p. 379) – penetrates the vic-
tim’s DR, you also start to suffocate
him! On his next turn and every sub-
sequent turn until he escapes, he loses
1 FP; see Suffocation (p. 436).
Choke Hold
If you have Judo or Wrestling skill,
you may try to apply a hold that can
incapacitate without crushing the
throat or torso. See Choke Hold
(p. 404).
Arm Lock
If you have Judo or Wrestling skill,
you may try to apply a lock to restrain
or cripple your opponent’s arm. See
Arm Lock (p. 403).
Neck Snap or Wrench Limb
If you grappled your foe’s neck or
skull, or a limb or other extremity, you
can twist. See Neck Snap or Wrench
Limb (p. 404).
Other Actions
You can bite or use a Striker (pro-
vided it has reach C) even if all your
hands are busy. If you’re not using a
hand to grapple your foe, you can use
it to Attack or All-Out Attack (either
unarmed or with a reach C weapon),
or to take a Ready maneuver. You can-
not Aim, Feint, Concentrate, Wait, or
make ranged attacks unless you’ve
pinned your foe. You may also per-
form the following free actions:
• Release your grip. Let go of the
foe, if you are grappling or pinning
him. Or you can release just one hand
– but this makes it easier for him to
escape.
• Throw away a ready weapon. This
automatically succeeds and takes no
time. You may do this to get a useless
weapon out of your way, or to deprive
the foe of a chance to grab a useful
weapon (e.g., a blackjack) from you.
• Drag or carry your victim. If
you’ve pinned your foe, you can move
or step normally, dragging or carrying
him; see Lifting and Moving Things
(p. 353) for how much you can lift or
drag. He counts as encumbrance,