GURPS Technical Grappling Sequence

1. Make an attack. You may initiate a grapple, improve a grip, break a grapple, or perform a special attack.
* Initiate a grapple by making an attack with DX, Wrestling, Judo, or the Armed Grappled Technique if using a weapon, or the Disarming Technique if attacking a weapon. 
* Improve a grip by making an attack with DX, Wrestling, Judo, or the Armed Grappled Technique if using a weapon, or the Disarming Technique if attacking a weapon.
* Break a grip by making an attack with DX, Wrestling, Judo, or the Retain Weapon Technique if breaking a foe's grip on your weapon.
* Special Attacks have a variety of rules.
** Add a Limb or Shift Grip
** Bear Hug
** Force Posture Change
** Joint Lock
** Judo Throw
** Neck Snap
** Pass Limb
** Shove Your Foe Around
*** Change Postion
*** Pickup
** Sit on Your Foe
** Throw From a Lock
2. If you succeed, your foe defends, if applicable. Your foe may not defend if she All-Out Attacked on her last maneuver or if she cannot sense your attack. Normally, your foe can either Dodge or Parry.
* Your foe may Retreat unless you have at least a 0CP grapple on her.
* 
3. If your foe's defense fails, your action succeed. Generally you roll and apply CP at this point.
* Thing thing.
* Note note.
Special Notes
Disengaging a Limb is a free action that removes a limb from grappling a foe's location and removes 1/2 the limb's grip CP. If you remove all limbs from a foe's location, you let go of the grapple. You may Disengage a Limb as a free action at the start of your turn, or as a free action as part of active defense attempt.