On the turn immediately after a successful Judo parry, you may attempt to throw your attacker if they are within a yard. You must have at least one hand free to do so. This counts as an attack. Roll vs. Judo to hit. (On an All-Out Attack, you can’t try two throws but you can make one attempt at +4.) Your foe may use any active defense – they can parry your hand with a weapon! If your target's defense fails, you throw them.
A thrown foe falls where you please. On a battle map, target lands in any two hexes near you. One of these hexes must be target's starting hex, your hex, or any hex adjacent to one of those hexes.
Your victim must roll against HT. Failure means they're stunned. If you throw them into someone else, that person must roll vs. the higher of ST+3 or DX+3 to avoid being knocked down!
The intent of Judo Throw is normally to put your rival on the ground–not to injure them–but you can throw him in a way that maximizes the impact of the fall on a specific location, injuring it. This is frowned upon in sport matches!
Treat a damaging throw like any other, but at -1 to hit plus any hit location penalty (not halved for grappling). Any location but the eye, vitals, or groin is valid; common targets are the skull, neck, and arm. Damage is thrust-1 crushing; there’s no bonus for skill. The victim may attempt a Breakfall roll to reduce injury. Other effects are as for a regular Judo Throw.
Martial Arts[]
Martial Arts introduces damaging throws to target hit locations.[1]
Technical grappling[]
Grappling is now harder against heavier opponents.
TG39 has harsh realism rules, showing that Cole acknowledged earlier objections to the ease.
It also realistically shows that it should be harder to parry with your mind on using it to set up an attack (ie the penalty with Grabbing Parry by mandating that and using the usual contest) than simply focusing 100% on parrying.
Discussion[]
Should there be a Quick Contest?[2][]
Personally, I don't think so. As a reaction, the Judo Parry is quite difficult (because it's 3 + half skill), so if you successfully use that skill to avoid an incoming attack, you're assumed to have done so in a way that sets up your subsequent move.
- - -
Now, while as a practitioner, you will say "but after I set it up, I don't sit there and WAIT! I throw 'im right the heck now!" You are correct, but there is a blending from avoidance to entry to grappling to throwing, and you only get to do offensive things on your own turn
- Cole appears to be overlooking Aggressive Parry which has an offensive element.