Close Quarters Combat

The Close Quarters Combat (CQC) Skill must always be used when fighting enemies within a 2 metre (~6.5 ft) radius of the character, regardless of the type of weapon used.
When using the CQC skill, characters have to choose one of two different CQC actions.
== Hitting ==
Using Dexterity, the character employs martial arts knowledge to hit and deflect attacks. A successful Hitting action causes damage to its target.
== Grappling ==
Using Agility, the character employs speed and flexibility to grapple his opponent. A successful Grappling action allows the character to get a hold over an opponent or get rid of the hold of an opponent.
While one character has a hold over the other, both characters have to use Constitution instead of Dexterity for Hitting actions. 
== Damage ==
A character must choose to cause either neural or physical damage before declaring a CQC action without a weapon. Choosing to do neural damage represents the attacker trying to knock out his enemy and physical damage represents the attacker trying to deal lethal damage.
When a CQC action a weapon is successful, the attacker deals as many points of damage as his Constitution of the type of damage chosen previously. If the attacker is wielding a weapon he will cause the physical damage specified in the weapon description instead. Improvised weapons will cause physical damage and/or give advantages to attacks as determined by the GM. 
If a CQC action achieves a decisive success it will cause one extra point of damage and if it achieves a critical success, double its usual damage.          
Category:Skill