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Flexible Weapons (Frontal)T

Dft+Str+Comb

3

     This skill governs the use of flexible and jointed weapons. Some of these weapons are capable of special forms of attack called Entanglement. It must be stated before the attack is resolved which form of attack is to occur.In all cases an Entanglement attack may also do some subdual damage. The user of the weapon makes his/her Effect Die roll in the usual fashion but the effects of the armor on the location struck are affected by its Format. R format armor will stop all of the damage; SR type will reduce the damage by its normal Armor Value; and all other formats will reduce the damage by one-half their normal values rounded to the nearest whole number.Some of the effects of an Entanglement attack are dependent on the location struck. The Effect Number of the successful attack is cross-indexed with the location on the chart below to get the special result of the Entanglement attack. A Critical hit will add 10 to the Effect Number.Once the flexible weapon user has gotten an Entanglement effect, he/she may attempt to maintain his/her hold on the target. This requires a matching of Deftness Effect Group Die rolls. If the user’s result is higher he maintains the hold, if the Target’s result is higher, the attacker must attempt to get a new grip for his next Action or do something else. If a hold is maintained the target is limited to 1 meter of movement for each Action. The user will roll his/her base BCS to determine the Effect Number to be use for the results of this attack.A target may break a hold by attacking the weapon to destroy it (treat the weapon as having the user’s Overall Defense Ability); making a Strength Ability Saving Throw with a free hand to rip the weapon free; or incapacitating or killing the user.

Entanglement Effect Chart

Effect Number

Head & Neck
Loc 1-3

Torso*
Loc 4-12

Leg
Loc 13-20

Arm**
Loc 21-30

0-1

Distraction

No Effect

Distraction

Distraction

2-3

Multiple
Distractions

Distraction

Action Aborted

Action Aborted

4-6

As 2-3
Check for Daze

Multiple
Distractions

Dazed

Dazed

7-9

As 2-3
Dazed

As 4-6
Check for Daze

Knocked Over

Stunned

10+

Stunned

As 4-6
Dazed

As 7-9
Check for fall

As 7-9
Check for Knock Over

* In order to achieve an effect against one of these Locations the flexible weapon must be at least of Long Length. When such a weapon hits one of these Locations, the Attacker and the Defender should compare Deftness Group Effect Die rolls. If the attacker’s roll is higher, then he/she gets to make a second BCS roll. The second BCS roll will be subject to all the modifications of the initial BCS roll. If he/she is successful with the second BCS roll then the character has entangled an arm as well. If the second roll is a critical hit, then both arms are entangled.

**A character who suffers a hit of this type and is using a missile weapon, will lose any bonuses due to stance and all shots are considered Hip Fire.

Distraction The character suffers a –1 to all BCS Rolls for a Combat Turn.
Multiple Distraction The character suffers the attackers Deftness Group in negatives to all BCS rolls for a Combat Turn.
Check for Daze The Victim will compare his/her Health Group Effect Die roll to the Attacker’s Strength Group Effect Die roll. If the Victim’s roll is higher then the character is not dazed, but he/she does suffer the distractions.
Dazed This result is the same as the Critical Effect of Dazed.
Stunned This result is the same as the Critical Effect Stunned, except the character functions normally the next Combat Turn.
Abort Action With this result the Target must abort any and all actions not resolved on the same action as the entanglement.
Knocked Over With this result the Target is taken off his/her feet and is subject to the subject of the rules on falling.
Knocked Over Plus Fall With this result the Target is taken off his/her feet and is subject to the subject of the rules on falling. At least the Target will be Dazed.
Check for Knock Over The Target and the Attacker compare Strength Group Effect Die rolls. If the Attacker’s result is higher then the Target is Knocked Over and is subject to the rules of falling.