TERRACIDE

MARTIAL ARTS

Several new forms of unarmed combat are in common use throughout Terran Space in the 24th century, three of which will be detailed here: the micro-gee fighting style favored by Aquilae alternates, the Ursae types' dreaded "Kodiac Sumo" style, and the unarmed combat techniques developed by Leos (but used by many others) for use on board ships and habitats with spin-gravity. Although all three of these styles were invented by different types of alternate humans, anyone can learn to use them, albeit with mixed results. Anyone can learn the basics of zero-gee grappling, but only an Aquila can use all four limbs in combat! And Kodiac Sumo is designed for use against opponents with shorter reach, which makes it much more useful to Ursas than other humans. Finally, it should be noted that nearly all the spin-g maneuvers allow for full moves, which gives Leos an edge over most others when using them.

Other forms of martial arts will be adjudicated very carefully in zero-g and spin-g environments. Practitioners should keep in mind the following advice:

  1. Grabs work best in zero-g; as do maneuvers which are based on grabs, or follow grabs.
  2. Disarm, dodge, flash, strike, exert and throw all force the attacker to make a PS: Zero-G Operations roll, with penalties.
  3. Some maneuvers, like "Root" and "Legsweep" are practically useless without gravity.
  4. In spin-g conditions, if you don't have PS: Spin-G Operations, don't move around too much. You'll trip over your own feet.
  5. If your opponent doesn't have PS: Spin-G Operations, force them to move as much as possible. They'll trip over their own feet.
  6. Small structures with high spin rates have stronger effects on combat than larger ones with low spin rates.

Of course, many traditional martial arts styles are still practiced in Terran Space, and many conservative martial artists like to test themselves against these new schools of unarmed combat. The results have been decidedly mixed. Most "hard" styles are completely useless in zero-g, but any grappling-based style works fairly well. In spin-gravity, styles that rely on mobility are problematic, unless the martial artist has PS: Spin-G Operations. Styles that emphasize stability or allow fighting when prone fare somewhat better, unless the opponent is highly mobile. When facing a skilled practitioner of Kodiac Sumo, the best results are usually obtained with a rocket pistol firing stabilized metallic deuterium rounds. Sans firearms, the jury is still out on how best to deal with 180 kg of Ursa whoop-ass, but overwhelming numerical superiority is the most popular theory.

Zero-Gee Grappling

"For every action, there is an equal and opposite reaction." In zero-gee (or more accurately, micro-gravity) this isn't just a textbook phrase, it's the law. A punch, kick or throw will send both attacker and victim flying wildly in opposite directions, as will just about any other form of attack, unless they're both hanging onto something. This is the basis of the grappling combat style created by the Aquila alternates -- get a hold of your opponent prior to attacking, without letting your opponent do the same to you.

Maneuver Descriptions: Breakaway: a basic move to escape from an opponent's grapple.
Choke: a basic choke-hold. Note that this is useless against Aquilae with vacuum-survival reflexes, Ursae using extended breathing, or anyone in a vac suit.
Clinch: a powerful crushing maneuver which allows even the weakest Aquila to do serious damage to a grappled foe.
Disengage: a powerful push away from an opponent, used to break off from a melee.
Grapple: one of the first moves a zero-gee grappler must learn.
Intercept: a useful maneuver for both blocking and grabbing anyone foolish enough to throw a punch in zero-g.
Roll-out: fully defensive version of the disengage.
Torque: most zero-g grapples are "zero-torque", but not this one; it bends one of the opponent's limbs until something snaps.
Turnabout: a complicated "reversal" move used to escape a grapple and get hold of an opponent before he can recover.

Maneuvers Cost Phase OCV DCV Notes
Breakaway 4 1/2 +0 +0 +15 Str to escape grabs
Choke 4 1/2 -2 +0 Grab 1 limb, 2d6 NND (2)
Clinch 4 1/2 +0 +0 Str+4d6 damage, must follow grab
Disengage 4 1/2 +0 +0 Str +15 to shove
Intercept 5 1/2 +1 +1 Grab 1 limb, block
Grapple 3 1/2 -1 -1 Grab 2 limbs, +10 Str to hold on
Roll-out 4 1/2 -- +4 Dodge, Str +10 to shove, abort
Torque 5 1/2 -1 -2 Grab 1 limb, HKA 1/2d6, disable
Turnabout 4 var. -1 -2 Str +15 to escape, Grab 2 limbs

Skills: KS: Zero-G Grappling
PS: Zero-G Operations
Contortionist
WF: Off-hand (extra limbs)


The Spin-Gee Shuffle

Life in spin-gravity conditions makes zero-g look simple. Most humans find anything faster than a single rpm (rotation per minute) to be disorienting, so even the smallest habitats need to be 600 meters across to have useful gravity. (one-third of a G). In this case, the "floor" moves at about 30 meters per second. An average human running full speed in the same direction as the spin will add 13% to their speed, and 28% to their apparent weight! If they run the other way, they'll move 13% slower, and "feel" 25% lighter. Of course, most PC's move much faster than "average". In larger habitats, these effects aren't as pronounced, but even in the largest spin-habs, they're enough to throw off the reflexes of the most skilled fighter, unless he or she is accustomed to them.

There are also many smaller spin-gravity environments. While the general populace isn't tolerant of more than one rpm, most ship crews are adapted to a three-rpm standard, which allows for habs as small as 60 meters. (Passengers endure trips on these vessels with stamina, good humor , and lots of drugs.) A 60 meter spin-hab doing 3 rpm's moves at about 9 m/s at its outer rim. A character with 9 hexes of running and a speed of 3 could run fast enough to completely counteract the spin -- he'd feel weightless! Going the opposite direction, he'll double his speed, and quadruple his apparent weight! Obviously this will have serious effects on hand-to-hand combat.

As if alterations in apparent weight weren't bad enough, spin-gravity also causes very noticeable coriolis forces. Sudden changes in direction at high speed can be difficult. Ranged combat is also problematic, as projectiles (especially thrown weapons) follow trajectories that make no sense whatsoever to the uninitiated. To make matters worse, spin habitats are not created equal -- their spin is defined as either left-handed or right-handed, and in each case, coriolis forces produce opposite results. UN habitats and vessels all use a left-handed spin, while TIO facilities are right-handed. Any personnel transferring from one to the other will be extremely disoriented until they've adjusted, a process taking anywhere from 12 to 72 hours.

Spin-G combat techniques were created to mitigate all these factors, and in some cases, take advantage of them. A skilled Spin-G fighter uses the spin of his environment to keep his opponent off-balance while enhancing his own readiness. This is a very subtle art which emphasizes mobility over raw power.

Maneuver descriptions: Disarm: a high-speed disarm, useful for getting out of harm's way before the opponent can react.
Dodge: a fully defensive move, usually, but not always, against spin for extra height.
Flying toss: following a grapple, the opponent transfers spin to his opponent for a vicious throw.
Grapple: a high-speed grapple maneuver, useful for simultaneously getting hold of an opponent and setting them for a throw.
High-ball: attacker runs against spin, losing some momentum, but usually gaining height on his target.
Low-ball: the attacker runs with the spin, gaining momentum for extra damage. Usually hits low.
Spin-kick: like the spin-punch, but powerful enough to knock an opponent off his feet.
Spin-punch: this deceptive flying punch looks like a near miss, until coriolis forces bring it into line.
Trip: a basic throw, useful against opponents without PS: Spin-G Operations.

Maneuvers Cost Phase OCV DCV Notes
Disarm 5 1/2 -1 -1 Disarm, +10 Str to disarm, Fmove
Dodge 5 1/2 -- +4 Abort, Fmove
Flying toss 3 1/2 +0 +2 Str strike +2d6, target falls, must follow grab
Grapple 5 1/2 -2 -1 Grab 2 limbs, +10 Str to hold on, Fmove
High-ball 4 1/2 +2 -2 Str strike +v/5, Fmove
Low-ball 4 1/2 +0 -2 Str strike +2d6 +v/5, Fmove
Spin-kick 5 1/2 +0 +0 Str strike +v/5, Fmove, target falls
Spin-punch 5 1/2 +1 +0 Str strike +v/5, Fmove
Trip 3 1/2 +0 +1 Str strike +v/5, target falls

Skills: Breakfall
KS: Spin-G Combat
PS: Spin-G Operations


Kodiac Sumo: Long Arms Of The Law

If the Ursae alternates were conceived of as living weapons, then the Kodiac Sumo fighting style was the means by which they were finished to razor sharpness. This style makes the most of the Ursa physique -- they have a reach advantage over almost everyone else due to their size. It has a few maneuvers which work tolerably well in zero-g, being primarily a grappling-style martial art. In spin-g environments, the Ursae usually just stand their ground, waiting for their opponents to come within reach, then put their own "spin" on the situation.

Maneuver descriptions: Bearhug: every Ursa's favorite maneuver.
Breakout: removing a grappling opponent by brute force, and keeping a hold of the offending limbs afterwards.
Grapple: when an Ursa grabs someone, they tend to stay grabbed.
Head-palm: literally, blocking an opponent by the head, holding them at arm's length.
Permanent disarm: ...and when they grab somebody's gun-hand, they'll be shooting "lefty" for a while.
Sleeper hold: actually, most Ursas don't like hurting people, and use this technique whenever possible.
Temporary disarm: an Ursa grabbing for somebody's weapon is usually enough to knock them over.
The Dump: throwing a grappled opponent to the ground before reaching for the next victim.
The Stand: first maneuver an Ursa learns, basic fighting stance making him impossible to move, and ready to counterattack.

Maneuvers Cost Phase OCV DCV Notes
Bearhug 4 1/2 +0 +0 Str +4d6, must follow grab
Breakout 4 var. -1 -2 Str +15 to escape, Grab 2 limbs
Grapple 3 1/2 -1 -1 Grab 2 limbs, +10 Str to hold on
Head-palm 5 1/2 +1 +1 Grab 1 limb, block
Permanent Disarm 5 1/2 -1 -2 Grab 1 limb, HKA 1/2d6, disable
Sleeper Hold 4 1/2 -2 +0 Grab 1 limb, 2d6 NND (2)
Temporary Disarm 5 1/2 +0 +0 Grab weapon, +5 Str to take away, target falls
The Dump 3 1/2 +0 +2 Str +2d6 strike, target falls, must follow grab
The Stand 4 1/2 +0 +0 Str +15 to resist shove, Block, Abort

Skills: KS: Kodiac-Sumo
+1 with HTH Combat (5 Active Points); Only With Reach Advantage (-1/4). Real Cost: 4 points.


Return to Terracide