Ch 4 (CFH)

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==Chapter 4: Combat Rules==
* New Combat Rules
** Off-Hand Weapons Use
** Kneeling and Sitting
** Range and Initiative
* Weapon Proficiency Slots
** Intelligence and Proficiencies
** Single-Weapon Proficiency Weapon Specialization
** Weapon-Group Proficiency
** Tight Groups
** Broad Groups
** Non-Groups
** Weapon Specialization and Weapon Groups
** Ambidexterity
** Style Specialization
** Punching and Wrestling Specialization
** Martial Arts
* Fighting Styles
** The Four Fighting Styles
** Specializing In the Styles
** Guidelines
** Multiple Style Specializations
** Limitations on Style Specialization
* Single-Weapon Style
* Two-Hander Style
* Weapon and Shield Style
* Two-Weapon Style
* Sample Style Specialization
* Melee Maneuvers
** Called Shots · Striking a Specific Body Part · Smashing Something Being Held · Bypassing Armor · Special Results · Disarm · Thrown-Weapon and Missile Disarms · Expert Disarms · Grab · Grabbing a Person · Grabbing a Monster · Hold Attack · Characters with Multiple Attacks · Parry · Choice of Parries · Polearm Parries · Missile Weapon Parries · Parrying from the DMG · Pin · Pull/Trip · Use of Polearms · Sap · Shield-Punch · Shield-Rush · Strike/Thrust · Surprise and Flash Maneuvers · Don't Say No; Determine Difficulty · Maneuvers in the Campaign
* Specializing With Punching and Wrestling
** Normal Punching Attacks
** Punching Specialization
** Normal Wrestling Attacks
** Wrestling Specialization
** Martial Arts
*** Martial Arts Results
** Descriptions of the Maneuvers
** Specializing in Martial Arts
** More Than One Style
** Continuing Specialization
** The Complete Martial Artist
** In Oriental Campaigns
** Barehanded Maneuvers
*** Called Shots: Punching and Martial Arts · Called Shots: Wrestling · Disarm · Grab · Parry · Pin · Pull/Trip · Sap · Shield-Punch · Shield-Rush · Strike/Thrust
* Hit Locations
** The "Numbed" and "Useless" Numbers
** Body Locations
** General Effects of Called Shots
** Specific Effects of Called Shots
** Recording These Injuries
** Individual Injuries and Healing Magic
** Permanent and Crippling Effects
** Monsters and Hit Locations
** This System and Low-Level Characters
* Recovery
** Recovery Of Temporary Damage
** Recording Temporary Damage
** Recovering From Temporary Damage
** Magical Healing and Temporary Damage
** Recovery From Knockout
** Temporary Damage and Knockout
** Magical Healing and Knockout
* Combat Conditions
** Darkness and Blindness
** How This Works
** How Infravision Works (The Simple Way)
** How Infravision Works (The Complex Way)
** Unstable Ground
* Mounted Combat
** Jousting
** Lance Specialization
** Horseback Archery
* Tournaments
** The Basic Tournament
** The Joust List
** The Jousting Competition
** Blunted Lances
** Queen of Love and Beauty
** Prizes
** Other Events
*** Archery Competitions
*** Foot-Lists
*** Merchants' Stalls
*** Dancing, Socializing
* When to End Combat
** When Characters Don't Accept Surrender
** When Characters Always Chase Escapees
** When Characters Never Negotiate
* Notes on the Combat Sequence
** Called Shots
** Waiting on Initiative
* Tactics
** Combat Tactics
** Shield-Walls and Polearms
** Wolf-Pack Tactics
** Tactical Mix
** Rotation
** Spear-Carriers
** Directing Traffic
** Campaign Tactics
** Combats and Combat Missions:
** Just Arriving In Town
* The Combat Sheet