Martial Arts

+ Standard Roll: *Attacker's DEX + Relevant Melee Attack Skill + 1d10* vs. *Defender's DEX + Evasion Skill + 1d10*.
	+ If you beat the defender's roll (defender wins in a tie), you deal damage to the defender, reduced by the defender's armour.
	+ Martial Arts or Brawling Attacks are made at 2 ROF. The two are interchangeable (can make 1 Brawling and 1 Martial Arts).
	+ Unarmed boxing or grappling uses the *Brawling* skill, and deals damage according to the BODY state of the attacker. Brawling attacks **do not** ignore half the defender's armour.
	+ Martial art-forms use the *Martial Arts* skill, and deal damage according to the BODY state of the attacker. Martial Arts attacks ignore half the defender's armour. You can't use Martial Arts Attacks unless you have at least one point in the Skill.
* Targets must be within reach, which is generally 2m (1 square).

## Brawling

Brawling uses the *Brawling* Skill to attack, and the damage dealt with each blow scales with the attacker's BODY STAT. *Brawling* is also the Skill used for initiating and defending against a Grapple. **When dealing damage, a Brawling attack does not ignore half the Defender's armour.**

### Grab

As an Action you can grab and hold someone, take an object they are carrying, or escape a grapple. You need a free hand to initiate a Grab, which cannot be used to do anything else for the duration of any Grapple that results from the Grab.

To determine the outcome of a Grab, both you and your target within your reach roll *DEX + Brawling Skill + 1d10*. If you win, you can choose to either grab hold of the Defender or take one object the Defender is holding in their hands into a free hand.

If you win and choose to grab hold of the Defender instead of their stuff, both of you are now considered to be in a Grapple and take a -2 to all Actions for as long as you both remain in a Grapple.

While Grappled, the Defender cannot use their Move Action, and is dragged with the Attacker whenever the Attacker takes their Move Action. No character in the Grapple can make use of a weapon that requires them to use two hands, even if they have more than two arms. The Attacker can end the Grapple at any time without using an Action, but the Defender, or any other Character, must use this Action to roll a successful Grab against the Attacker to break the Grapple, which ends the Grapple for everyone involved. Grabbing a person is a prerequisite for Choking or Throwing them.

### Choke

If you are currently the Attacker in a Grapple, you can use an Action to Choke the Defender you are grappling, dealing your BODY STAT directly to their Hit Points in damage. If damage dealt by a Choke would reduce a target with more than 1 HP to less than 0 HP, they are instead left at 1 HP and are Unconscious. **This damage ignores the Defender's armour and doesn't ablate it.** Additionally, if you Choke the same target for 3 successive Rounds, they go Unconscious regardless of their Hit Point total.

### Throw

Throw a person you are Grappling or an object you are holding. If you are currently the Attacker in a Grapple, you can use an Action to Throw them onto the ground, dealing your BODY STAT directly to their Hit Points in damage. This damage ignores the Defender's armour and doesn't ablate it.

Throwing your target ends your Grapple with them (freeing you both of the -2 to all Actions imposed by being either participant in a Grapple), and leaves them Prone, unable to use their Move Action until they use the Get Up Action.

If you want to Throw an object, you can do so by using an Action to make a Ranged Attack using DEX + Athletics + 1d10, up to a maximum of 25m/yds, using the Grenade Launcher DV entry on the range table. If you are throwing the object at a person that can dodge bullets, they can choose to dodge your object as well. Melee weapons deal their stated damage when thrown, but don't halve SP. Grenades deal the same damage as they would when fired from a grenade launcher. An improvised thrown weapon does as much damage as the GM thinks it would.

## Martial Arts

Martial arts uses the Martial Arts Skill to make Martial Arts Attacks and perform Martial Arts Special Moves, and the damage dealt with each blow scales with the attacker's BODY STAT. You can't use Martial Arts Attacks unless you have at least one point in the Skill. **When dealing damage, Martial Arts Attacks ignore half of the Defender's armour.**

Some special moves for a form require contested rolls. The standard roll is: *Attacker's DEX + That Form's Skill + 1d10* vs. *Defender's DEX + Evasion Skill + 1d10 (or flat DV)*.

### Shared Special Moves

* **Recovery**
	+ Requirement: None. All Martial Arts Forms may use this Move.
	+ Whenever you use the Get Up Action, you can attempt to beat a DV13 with the Martial Arts Special Move Resolution. If you succeed, that Get Up Action didn't cost an Action.

### Boxing

An ancient art of pugilism and the most popular combat sport in human history.

* **Haymaker**
	+ Requirement: WILL 8 or higher.
	+ Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a Haymaker. Use your Action to use the Martial Arts Special Move Resolution against a single target in Melee range. If you hit, your target suffers the Damaged Ear Injury in addition to your Martial Arts Attack damage. If they already had this Critical Injury, they don’t suffer the same Critical Injury again.
	+ If you take a -8 to your Check, you can instead use this Special Move to target your opponent's head location just like making an Aimed Shot, declaring you are doing so when you roll. If you hit, your target instead suffers the Brain Injury Critical Injury in addition to your Martial Arts Attack damage and Aimed Shot effects. If they already had this Critical Injury, they don’t suffer the same Critical Injury again.
* **Uppercut**
	+ Requirement: You hit the same target with a Brawling Attack and a Martial Arts Attack this Turn.
	+ Once per Turn when you fulfil this requirement, you can use the Martial Arts Special Move Resolution to attempt to beat a DV15. If you succeed, your target suffers the Whiplash Critical Injury in addition to taking damage from both your attacks. If they already had this Critical Injury, they don’t suffer the same Critical Injury again.

### Aikido

This soft form practices sweeping hand and body techniques to lock and disarm opponents, turning their power against themselves.

* **Disarming Combination**
	+ Requirement: You hit the same target with a Brawling Attack and a Martial Arts Attack this Turn.
	+ Once per Turn when you fulfil this requirement, you can use the Martial Arts Special Move Resolution to attempt to beat a DV15. If you succeed, any one object held in the hands of the target you hit twice this Turn is either held by you or is on the floor.
* **Iron Grip**
	+ Requirement: You have a target successfully Grabbed that isn't already affected by Iron Grip.
	+ Once per Turn when you fulfil this requirement, as an Action you can use the Martial Arts Special Move Resolution to attempt to beat a DV15. If you succeed, the target you are grappling makes all future attempts to escape this Grapple at an additional -2. Additionally, until the Grapple is broken, your target cannot make any Ranged Attacks.

### Karate

This hard form practices strikes and blows designed to break an opponent's bones or armour.

* **Armor Breaking Combination**
	+ Requirement: You hit the same target with a Melee Weapon and a Martial Arts Attack this Turn.
	+ Once per Turn when you fulfil this requirement, you can use the Martial Arts Special Move Resolution to attempt to beat a DV15. If you succeed, the target you hit twice this Turn has all their worn armour ablated by an additional two points.
* **Bone Breaking Strike**
	+ Requirement: WILL 8 or higher
	+ Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a Bone Breaking Strike. Use your Action to use the Martial Arts Special Move Resolution against a single target in Melee range. If you hit, your target suffers the Broken Ribs Critical Injury in addition to your Martial Arts Attack damage. If they already had this Critical Injury, they do not suffer another Critical Injury.
	+ If you take a -8 to your Check, you can instead use this Special Move to target your opponent's head location just like making an Aimed Shot, declaring you are doing so when you roll. If you hit, your target instead suffers the Cracked Skull Critical Injury, after damage is calculated. If they already had this Critical Injury, they do not suffer another Critical Injury.

### Judo

This soft form practices grabs, throws, and escapes.

* **Counter Throw**
	+ Requirement: You dodged all Melee Attacks that were targeted at you since your last Turn.
	+ Once per Turn when you fulfil this requirement, as an Action you may use the Martial Arts Special Move Resolution to attempt to beat a DV15. If you succeed against the DV, you use the Throw Action on one target in melee range whose Melee Attack you dodged to satisfy this move's requirement. This throw cannot be avoided. If you beat your DV, they are getting thrown. You don't need to be grappling them.
* **Grab Escape**
	+ Requirement: You hit a target that is grappling you with 2 Melee Attacks this Turn.
	+ Once per Turn when you fulfil this requirement, you can use the Martial Arts Special Move Resolution to attempt to beat a DV15. If you succeed, you are no longer grappled by the target you hit twice, and they suffer the Broken Arm Critical Injury if they didn't have it already. You pick the arm.

### Taekwondo

This hard form practices high kicks and precision strikes to break through defences and cause severe injury through attacking pressure points.

* **Pressure Point Strike**
	+ Requirement: WILL 8 or higher.
	+ Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a Pressure Point Strike. Use your Action to use the Martial Arts Special Move Resolution against a single target in Melee range. If you hit, your target suffers the Spinal Injury Critical Injury in addition to your Martial Arts Attack damage. If they already had this Critical Injury, they do not suffer another Critical Injury.
	+ If you take a -8 to your Check, you can instead use this Special Move to target your opponent's head location just like making an Aimed Shot, declaring you are doing so when you roll. If you hit, your target instead suffers the Brain Injury Critical Injury. If they already had this Critical Injury, they do not suffer another Critical Injury.
* **Flying Kick**
	+ Requirement: MOVE 8 or higher. You must have moved at least 4m/yds already this Turn.
	+ Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a Flying Kick. Use your Action and all your remaining movement this Turn to fling forward in a straight line toward your target that can be up to 4m/yards away from you. Use the Martial Arts Special Move Resolution against that target. If you hit, you deal damage to your target's body location as if you had struck them with a Martial Arts Attack.
	+ Additionally, if you hit, your target is now Prone and is removed from any motorcycle or other vehicle lacking a fully enclosed cabin that they may have been in or on.

### Jeet Kune Do

A hybrid martial art originally based on kickboxing and adapted for cybernetics.

* **One-Inch Punch**
	+ Requirement: WILL 8 or higher.
	+ Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a One-Inch Punch. Use your Action to use the Martial Arts Special Move Resolution against a single target in Melee range. If you hit, your target suffers the Collapsed Lung Critical Injury in addition to your Martial Arts Attack damage. If they already had this Critical Injury, they do not suffer another Critical Injury.
	+ If you take a -8 to your Check, you can instead use this Special Move to target your opponent's head location just like making an Aimed Shot, declaring you are doing so when you roll. If you hit, your target instead suffers the Concussion Critical Injury, after damage is calculated. If they already had this Critical Injury, they don’t suffer the same Critical Injury again.
* **Sweep Kick**
	+ Requirement: REF 8 or higher.
	+ Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a Sweep Kick. Use your Action to use the Martial Arts Special Move Resolution against a single target in Melee range. If you hit, your target is thrown off balance and knocked prone in addition to suffering your Martial Arts Attack damage.

### Jiu Jitsu

A martial art based on grapples and submission holds.

* **Crushing Chokehold**
	+ Requirement: BODY 8 or higher. You have a target successfully Grabbed and you Choked them this Turn.
	+ Once per Turn when you fulfill this requirement, you can use the Martial Arts Special Move Resolution to attempt to beat a DV15. If you succeed, the target suffers the Crushed Windpipe Critical Injury in addition to the regular effects of Choking. If they already had this Critical Injury, they don’t suffer the same Critical Injury again.
* **Leg Breaker**
	+ Requirement: WILL 8 or higher. You have a target successfully Grabbed.
	+ Once per Turn when you fulfill this requirement, as an Action you can make a single Martial Arts Attack opposed by the grabbed target’s Brawling Check. If you succeed, your target suffers the Torn Muscle Critical Injury if they don't already have it, in addition to your Martial Arts Attack damage and you can choose to knock them Prone. This doesn’t break the Grab.
	+ Alternatively, you can drop Prone, taking your Grabbed target down Prone with you (no Action needed). Performing a successful Leg Breaker on a prone target causes them to suffer the Broken Leg Critical Injury instead; if they have any unbroken legs.

### Kenjutsu

An umbrella term for the various schools of martial art that together form the popular Japanese swordsmanship style.

* **Iaijutsu**
	+ Requirement: REF 8 or higher. You have a sheathed Heavy or Very Heavy Melee Weapon.
	+ A rapid draw sword technique that cleaves at a wide angle while the blade is drawn. You can use an Action to make a single Melee Weapon Attack with a Heavy or Very Heavy Melee Weapon that hasn’t been drawn yet. Despite attacking with a Melee Weapon you must use your Martial Arts skill. You can use Iaijutsu to attack any number of targets that are within 2m/yds (1 square) of you. Each target must evade individually against your roll. Any target that fails, suffers your melee weapon’s damage. If you roll two or more 6s on your attack, each target that got hit must roll on the Critical Injury Table individually. Each time you attempt Iaijutsu you must use an appropriate sheathed Melee Weapon. You can use an Action to sheath a Melee Weapon.

* **Seigan Tsuki**
	+ Requirement: WILL 8 or higher. You have a Heavy or Very Heavy Melee Weapon ready.
	+ Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a single Seigan Tsuki thrusting attack with a held Heavy or Very Heavy Melee Weapon. Use your Action to make a single attack using your Martial Arts skill against a single target in Melee range. Despite using the Martial Arts skill you must attack with a Heavy or Very Heavy Melee Weapon. If you succeed, your target suffers the Foreign Object Critical Injury in addition to your Melee Weapon damage. If they already had this Critical Injury, they don’t suffer the same Critical Injury again.

### Muay Thai

A martial art that uses stand-up striking along with various clinching techniques.

* **Flying Knee**
	+ Requirement: MOVE 8 or higher. You must have moved at least 4m/yds already this Turn.
	+ A brutal knee to the chest cavity made either from a clinch (Ti Khao) or as an aggressive flying attack, also known as Kao Loi (เข่าลอย). Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a Flying Knee attack. Use your Action and all your remaining movement this Turn to fling forward in a straight line toward your target that can be up to 4m/yards away from you. Use the Martial Arts Special Move Resolution against that target. If you hit, the target suffers the Broken Ribs Critical Injury in addition to your Martial Arts Attack damage. If they already had this Critical Injury, they don’t suffer the same Critical Injury again. If you miss, you cannot take a Move Action next turn due to being off-balance. If you have an opponent in a Grab, you can make a Flying Knee Attack against them without needing to move and you don’t suffer the negative consequences for missing the attack.
* **Sok Tat**
	+ Requirement: WILL 8 or higher.
	+ Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a Sok Tat elbow attack. Use your Action to use the Martial Arts Special Move Resolution against a single target in Melee range. If you hit, your target suffers the Broken Jaw Critical Injury in addition to your Martial Arts Attack damage. If they already had this Critical Injury, they don’t suffer the same Critical Injury again.
	+ If you take a -8 to your Check, you can instead use this Special Move to target your opponent's head location just like making an Aimed Shot, declaring you are doing so when you roll. If you hit, your target instead suffers the Cracked Skull Critical Injury, after damage is calculated. If they already had this Critical Injury, they don’t suffer the same Critical Injury again.

### Nitojutsu

A martial art focused on dual blades striking with speed and grace.

* **Flowing Water Cut**
	+ Requirement: REF 8 or Higher.
	+ You're attacked by a Melee Attack you can dodge while wielding at least 2 Melee Weapons. Once per Turn when you fulfill this requirement you can make a Martial Arts Check in place of an Evasion Check to dodge the triggering Attack. If you dodge that Attack, you can choose to lose your next Action in order to hit the triggering Attacker with a single Martial Arts Melee Attack and force it to drop any melee weapon used to make the triggering Attack. If that melee weapon is cyberware or integrated with cyberware, it can't be used to make an Attack until the target spends an Action to adjust it.
* **Red Leaves Cut**
	+ Requirement: MOVE 8 or higher.
	+ You must have moved at least 4 m/yds this turn and you must be wielding at least 2 Melee Weapons. Instead of making 2 Attacks with your Martial Arts Attack Action you can choose to make a single Red Leaves Cut Martial Arts Attack using your Martial Arts Attack Damage. If this Attack damages a living target (not a drone, robot, turret, vehicle, inanimate object, etc) that has flesh and blood; it inflicts Bleeding on that target unless it is already Bleeding. A Bleeding character takes 5 damage directly to its Hit Points at the end of each of it’s Turns. A target that is bleeding may use an Action to stop the bleeding, If a Bleeding character is Mortally Wounded, whenever it would take this damage its Death Save Penalty instead increases by 1.

### Sumo

A form of competitive full-contact martial arts.

* **Yori-Kiri**
	+ Requirement: BODY 8 or higher. You have a target successfully Grappled.
	+ Once per Turn when you fulfill this requirement, you can use the Martial Arts Special Move Resolution to attempt to beat a DV15. If you succeed, the target suffers the Broken Ribs Critical Injury. If they already had this Critical Injury, they don’t suffer the same Critical Injury again. You may gain +1 to MOVE for the turn as long as the target is still grappled.
* **Tsuki-Dashi**
	+ Requirement: WILL 8 or higher.
	+ Instead of making 2 Attacks with your Martial Arts Attack Action, you can choose to make a Bullrush Melee Attack. Use your Action to use the Martial Arts Special Move Resolution against a single target in Melee range. If you hit, your target takes your Martial Arts Attack damage and you can move into your target's space until the end of the current Turn. Whenever you move into your target's space in this way, you push them 1 square/2 meters away from you. If you push the target more than 2 squares/4 meters in this way, they fall Prone.