Shadowrun Martial Arts Rules v3.0
Please send any questions, comments, or even submissions to Fetch. This page last updated May 1st, 1998.
 
NOTE:  This page is not an original work, rather, it is an amagalation of several different web pages that were devoted to the expansion of the Unarmed Combat Rules for SRII.  I have added my own styles and techniqes, and made it a little more presentable (I hope).  The majority of these rules were in no way created or devised by me - they were taken from several other pages; most of which were written by Linda Naughton,I believe.  I don't have an email address or web site for Linda, but if anyone sees something on this page that belongs to them and wish to see it removed, simply email me and I will make the correction. 
 
  • I.    Unarmed Combat
  • II.   General Combat Rules
  • III.  Speed
  • IV.  Techniques
  • IVa.Technique Table
  • V.   Styles
  • Va. Styles Table

  • I. Unarmed Combat

        The general skill Unarmed Combat has a number of concentrations and specializations. Each concentration is a distinct martial arts style (or "art".) Every style has a series of techniques that it allows. A character can choose a specialization in one of the techniques allowed by the style.
     

        It is possible to have multiple concentrations (in different styles) and multiple specializations (in different techniques) by spending Karma points to buy them (as explained in the main Shadowrun rules), but remember that a beginning character may only start with one concentration and/or specialization in each general skill.

        The techniques themselves are listed and described in Section IV. The styles, and the techniques allowed by each of them, are in Section V. Note that just because a particular technique is not listed under a style, that doesn't mean that the style doesn't teach the technique at all. The listed techniques are simply the ones that are emphasized by each style.
     

        In addition to allowing certain techniques, nearly every style also gives special bonuses. These bonuses apply only to characters who have a concentration in that style. For example, a character with a concentration in Aikido can face multiple opponent without penalties, and characters with Hard Kung Fu receive a bonus to damage. Read on for more details about how the special bonuses are used.
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    II. General Combat Rules

        Under this system, whenever two characters are engaged in unarmed combat, one character (the one whose action it is) is the attacker and the other is the defender/counter attacker. Both the attacker and defender must choose which technique they are going to attempt. The character with the lower initiative total should declare his technique first.

        The chosen technique determines the base target number (TN), reach, damage, and any special effects that may result if the technique is successful. All the techniques are listed and explained in Section IV.

        Once the technique is chosen, each character rolls the appropriate skill. If the technique happens to be one of that character's specializations, he may roll the rating in the specialization. If the technique is allowed by a style that a character has a concentration in, he may roll the rating of the appropriate concentration. If not, he must roll the general skill Unarmed Combat. (as an optional rule, the GM may allow the character to roll his highest unarmed combat concentration, but with a +2 to the TN, as if the character were defaulting to something one dot away on the skill web.) If a technique falls under more than one of the character's concentrations, he must choose which style he's using.
     

    Exclusive Techniques
        There are a few techniques which can only be attempted by a character with a concentration in an appropriate style. These include the Hapkido "Total Disable", the Aikido "Reverse Hold", the Thai Boxing "Jumping Knee Strike", and others. Such techniques are marked with an asterix (*) in the descriptions and in the chart showing the various techniques. If the character doesn't have the appropriate style, he cannot attempt the exclusive technique. Period.

    Special Bonuses
        Every style has a special bonus, as explained in Section I. Such bonuses apply only when using a technique from the appropriate style. In other words, although a character with a concentration in Hard Kung Fu receives a +1 to the power of all attacks, the bonus only applies when using one of his Hard Kung Fu techniques (Kick, Strike, Jump Kick, Knee Strike) and would not apply if he attempted a Sweep or a Lock or some other technique.

        If a technique falls under more than one of the character's concentrations, he must choose which style he's using. The chosen style determines which special bonus will apply.
     

    Defensive Styles
        Certain styles are defensive in nature. These are noted by the words "Defense Only" in the descriptions of the styles. A defensive style may only be used to counterattack, unless the GM determines a special situation.

    Killing Hands
        It is very easy to convert the physical adept power "Killing Hands" for use with these rules. First of all, the damage becomes physical instead of stun, as written in the main rules. (By the way, we have a house rule that states that phys-ads may attempt to do stun damage with their Killing Hands strike by taking a +4 TN modifier). Secondly, the damage code of the attack is changed according to the level of the phys-ad power, as shown on the table below:
     

    Power of Killing Hands PhysAd Ability
    Attacking Damage Code Adjustment
    Light
    -1 to Damage Level
    Moderate
    no modification
    Serious
    +1 to Damage Level
    Deadly
    +2 to Damage Level
     
        If by some chance the damage code is increased above "Deadly", then simply call it Deadly and add +2 to the power of the attack for every time the damage code was raised above Deadly.

        If the character has Light Killing Hands, and the damage code of the technique he was attempting was Light, then the character simply must use two of his net successes to stage it up to Light. From there, stage the damage normally.

        It should also be noted that Killing Hands applies to feet as well, so a Kick recieves the same damage modifiers.

    Guns In Melee
        Both the gunman and the wrestler roll unarmed combat. The wrestler may choose a technique normally. The gunman uses the following technique (he may roll his highest unarmed combat concentration, whatever it may be) :

    Gun In Melee
    TN: 5*
    D: as gun**
    R: see table
    S: +2

    *can be modified by laser sights and smartgun links as usual.
    **the gunman can attempt to fire a burst if his weapon allows.

        Reach is determined by the size of the gunman's weapon (Yes, it is the size that counts). The bigger the gun, the harder it is to bring it to bear on the wrestler when he's up close and personal.
     

    Weapon(s) Reach Modifier
    Pistol
    +1
    SMG
    +0
    Rifle
    -1
    Sniper Rifle, LMG
    -2
    Assault Cannon, Heavy Weapons
    -3
     
        If the unarmed combatant ends up with more successes, then he has managed to knock the gun aside or otherwise avoid being shot. He can use his net successes for his technique as if it had been used in a normal unarmed combat attack. If the gunman gets net successes, the wrestler was unsuccessful in getting the gun out of the way. He is hit by the attack. Use the net successes to stage the gun's damage as if Firearms had been rolled.

        The gunman can either use two simple actions (taking two shots, either single shots or three-round bursts) or one complex action (shooting a full auto burst). If he chooses to take two simple actions, the first one is resolved as described (unarmed combat vs. unarmed combat). However, if the gunman succeeds on the first action, he may take his second simple action without being opposed by the wrestler (who had his chance to get the gun away and failed). On this second shot, the gunman should roll Firearms instead of unarmed combat.

    Melee Modifiers:
     

    Situation Modifier
    Character has friends in Melee -1 per friend (Max -4)
    Opponent has friends in Melee +1 per friend (Max +4)
    Visibility Impaired see Visibility Table (not listed)
    Character is Wounded  as per Injury Modifier
    Character's Weapon has longer Reach -1 per point longer
    Character's Weapon has Inferior Reach +1 per point shorter
    Character attacking multiple targets +2 per target
    Character has Superior position -1
    Character has Inferior position +1
    Opponent Prone -2
    Character Prone +2
    Opponent has lower Speed -1 per point lower
     
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    III.  Speed

        This section deals with optional rules about the speed of various techniques. Certain attacks are naturally faster than others, and so they are easier to get in before the opponent can land his own attack. To simulate this, each technique is given a speed modifier (also, certain styles receive bonuses to the speeds of their techniques). The speed rules add another level of complexity to unarmed combat, so most GMs will probably choose not to use them, but they are included here for completeness.

        Speed works similar to Reach. A higher speed modifier means a faster move. Compare the speeds of each combatant's chosen technique (plus any modifiers from a style's special bonus). Subtract the difference from the TN of the character with the higher speed. Note that the character with the lower speed takes no penalty, which differs from SRII Reach modifier rules.
     

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