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Grappling is an attempt to grab a foe's body. A character must have at least one empty hand[Note 1], and of course, be close enough to grab them.

A character must use an attack maneuver (including Move and Attack, or All-Out Attack) to grapple, rolling against DX or a grappling skill (e.g. Judo, Sumo Wrestling, or Wrestling). The opponent may defend normally -- they can parry, dodge, or block.

Basic[]

  • The foe has -4 to DX as long as you’re holding on.[1]
  • An arm committed to grappling cannot make unarmed parries until you let go. Letting go is a free action on your turn.[1]
  • The rules above assume that you are grappling the torso.[1]
  • To grab another body part, apply half the penalty given under Hit Location to your roll;[1]
  • If you hit, your foe has -4 to DX only when using that body part.[1]
  • You cannot use any limb that has been grappled – or bite, if your neck or head was grappled.[2]

Actions After Being Grappled limited maneuvers that could be used:

  • cannot take a Move maneuver unless you have at least twice your foe’s ST
  • Aim, Feint, Concentrate, and Wait maneuvers – and ranged attacks – are completely impossible.

Attack/AOA and Ready/Break Free were all that are allowed.

Weapons for Close Combat limits to C-range, however this was before MA introduced rules to use weapons below their range at a -4 penalty per yard.[3]

Actions After a Grapple[]

Martial arts[]

More Actions After a Grapple enabled one of the new maneuvers (Committed) but not the other (defensive):

  • Your actions after grappling or being grappled – including your own attempts to break free – require you to choose an Attack, All-Out Attack, or Committed Attack maneuver. They aren’t compatible with Defensive Attack and aren’t free actions.[4]
  • Attacks are at -4 while grappled and can’t involve any body part or weapon that your foe is restraining.[5]

Technical Grappling[]

Even More Actions After a Grapple under Disallowed Maneuvers legalizes all the disallowed maneuvers however requires a Will roll with special penalties to do them.[6]

Blindness[]

TG22 mention under Hands-Free Parries:

  • while you must be aware of your foe (as with any active defense), you need not see him – if either of you has any CP against the other, you may defend![7]
  • Finally, since you are acutely aware of your opponent, your defense is immune to the -2 that would normally apply if he’s beside or behind you[7]

It is possible to have 0 CP grapples, it's not clear if "any CP" is meant to apply to that, or just to CP of 1+.

SM and multiple grapplers[]

Kromm posted http://forums.sjgames.com/showpost.php?p=2327532&postcount=14 with ideas on how to deal with crowds grappling:

The unanswered question is "How many?" The rule on p. B392 – which says two in a takedown, three in a pin – contains the unwritten assumption that the grapplers have the same SM. If you feel linear dimension is what matters, then multiply the number of SM -3 cats vs. an SM 0 human by (dimension of humans/dimension of cats), or by a factor of three (six in a takedown, nine in a pin); if you feel area is what matters, go ahead and square that, for a factor of nine (18 in a takedown, 27 in a pin).

I lean toward linear here, because it's a question of leverage more than body coverage. So that's six cats (effective ST 8, DX 28) or nine cats (effective ST 10, DX 36) vs. a human. But they still count as a single grappler, giving one instance of the DX penalty, and attempting one takedown or pin.

See Also[]

Additional Information[]

Notes[]

  1. 1.0 1.1 1.2 1.3 1.4 Basic Set p 370
  2. Basic Set p 371
  3. Basic Set p 391
  4. Martial arts pg 114
  5. Martial arts pg 119
  6. Martial Arts: Technical Grappling pg 23
  7. 7.0 7.1 Martial Arts: Technical Grappling pg 22

References[]


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