
For a full description of each technique, read on.
(TN) = Base TN: This is the base target number of the technique. It is modified by reach, multiple opponents, superior position, etc. as explained in the main Shadowrun rules. See Section II for a table listing all of the melee combat modifiers.
(D) = Damage: The damage done by the technique. Unless noted otherwise in the description of the technique, the damage is staged normally with net successes.
(R) = Reach: The reach bonus allowed by the technique.
(S) = Speed: The speed bonus of the technique. See Section III. for a description of the new Speed rules and how to apply speed modifiers.
Notes/Description: Any special rules relating to the technique, and
a description of what the technique actually does. In all cases, the "attacker"
refers to the character attempting the technique, regardless of whether
he's attacking or counter-attacking. The "defender", "opponent", "target"
or "victim" refers to the character who is being targeted by the technique.
Many techniques give detailed rules on their effects. If your group doesn't
want to get bogged down in details, don't worry about them, just use the
number of net successes and the basic description of the technique to judge
what happened.
Backhand
TN: 4
D: (Str) L (stun)
R: +0
S: +1
Same as a Strike but uses the back part of the hand. The Disadvantage is that this attack does less damage than a Strike.
Bite
TN: 4
D: (Str/2)L
R: -1
S: +1
This is exactly what it sounds like. Reach out and Bite someone. (Don't try to bite through armor, though. It's hard on the teeth.) If Step Inside is used first, then the attacker gets an additional -1 TN modifier. The Reach penalty is also negated if you Step Inside first.
Block
TN: 4
D: (Str-1)L (stun)
R: +0
S: +1
This move can only be used when counterattacking. The damage comes from the force of the block itself. Even a gentle block, if properly applied, can break a bone. No reach penalties apply to the block technique. When using the block technique against an attack from a sharp melee weapon (such as a sword or knife), add a +2 to the TN. If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Choke
TN: 7
D: (Str)S (stun)
R: -1
S: +1
An attempt to grab hold and cut off the opponent's air and/or blood flow to the brain. If the attacker gets any net successes at all, he has put the victim's head and neck in a hold. Every 3 net successes result in a +1 modifier to an opposed STR test for the victim(see below). Note that the victim's hands and feet are completely unrestrained during the choke. If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
As long as the victim is being choked, he has the "inferior position" modifier, while the attacker has the "superior position" modifier. The hold is in effect until either the attacker decides to let go (like after being knocked out by a strike from the victim), the victim successfully uses the Escape Hold technique, or the victim succeeds in an opposed Strength test with his attacker. The victim's T# is modified by the net number of successes the attacker had in the original grapple. While the attacker is keeping his opponent grappled, his arms are occupied, so he can't use any kind of hand attack without letting go of the hold. However, he automatically inflicts damage at his Initiative for as long as he holds the Choke.
Disable
TN: 6
D: (Skill)S (stun)
R: +0
S: +1
A nerve-attacking technique which causes the target to lose feeling in one of the limbs (chosen by the attacker). The damage done is not "real" damage, it is simply used to determine the target modifier whenever the victim attempts to use that limb. Damage recieved in this manner should be kept track of separately from other damage suffered by the character. It will never contribute to knocking a character unconscious, or carrying over into the physical damage track. A Deadly wound from a disable strike indicates complete paralysis in the limb until one box of the damage heals. (Damage from a disable strike heals in the same amount of time as normal stun damage).
Disarm
TN: 5
D: (Str) L (stun)
R: +0
S: +0
The character attempts to get a weapon out of the hands of his opponent. If the attacker gets any net successes, then the opponent drops the weapon. If he gets at least 4 net successes, then the character attempting the disarm actually ends up holding the weapon himself. The net successes are also used to stage damage normally. If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Distract*
(exclusive Coppo/Kappo move)
TN: 4
D: (Str) M (stun)
R: +0
S: +0
This Coppo distract technique is actually a combination of two techniques, a distraction maneuver followed by a strike (both are performed in the same action). First, the effects of the distraction are determined. The attacker and the defender both roll Coppo against a base TN 4. (If the defender doesn't have a concentration in Coppo, he can default to Unarmed Combat or another style with a +1 TN or to Willpower with a +2 TN)
Every 2 net successes the attacker gets on the distraction maneuver adds a +1 to the defenders TN for the subsequent strike. Once that modifier is determined, the attacker rolls for his Strike, as normal, and the defender chooses a technique and rolls normally (but with the extra TN modifier from the distraction.) Since the attacker is using Coppo, he may use Coppo's special bonus to do physical damage with the strike at a +2 to his own TN.
Earclap
TN: 5
D: (Str+1)M to ears
R: +0
S: +1
A hit using both hands to "box" an opponent's ears.
The effect is a painful blow to the opponent, as well as temporary damage
to his hearing. Damage recieved in this manner should be kept track of
separately from other damage suffered by the character. It will never contribute
to knocking a character unconscious, or carrying over into the physical
damage track. See the table below for effects.
| Damage Level | Duration | Effects |
| Light | 1d6 turns | annoying ringing in ears; +1 modifier to Hearing tests |
| Moderate | 4d6 minutes | LOUD ringing; +1 modifier to all actions |
| Serious | 1d6 hours | LOUD and Painful ringing; +2 modifier to all actions |
| Deadly | 4d6 hours* | opponent is temporarily deaf/Hearing tests automatically fail; +4 to all actions involving equilibrium |
Elbow Strike
TN: 5
D: (Str+1)M stun
R: +0
S: +1
A hit using the elbow instead of the fist for impact. Very common strike for Thai Boxers. If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Escape Hold
TN: 6
D: none
R: +0
S: +0
When a character is being held in a grapple or a lock, he must use this technique to break free. When the person trying to escape gets at least one net success using this technique, he has broken free from the hold.
Evade
TN: 4
D: none
R: +0
S: +1
This technique is used to get out of the way of an attack, without blocking or counterattacking directly. No reach penalties apply to a character attempting to evade. Note that the evade technique does no damage to the target even if the person using it gets more successes than his opponent. However, if he does get more successes that his opponent, it means that the attack was a clean miss (useful for those nasty insects who can paralyze you with a simple touch).
Flying Jump Kick
TN: 8
D: [Quick+3]M(stun)
R: +3
S: -1
This attack is made by running at the character and flying through the air to land one or two feet solid on a person. This kick does incredible damage but is very hard to do! Note that there must be at least a few meters between the attacker and the victim for this move to be performed, and the attacker will most definitely be at some sort of disadvantage should this technique fail. A GM can use the optional "Jumping" rules presented in the Fields of Fire sourcebook to determine the maximum "range" of a jump kick, if desired.
Gouge
TN: 5
D: (Str+1)L to eyes
R: +0
S: +0
This is the classic technique of gouging an opponent's
eyes in order to blind him momentarily. Damage recieved in this manner
should be kept track of separately from other damage suffered by the character.
It will never contribute to knocking a character unconscious, or carrying
over into the physical damage track. See the table below for effects.
| Damage Level | Duration | Effects |
| Light | 1d6 turns | opponent sees spots; +1 modifier to all vision-related actions (including combat) |
| Moderate | 2d6 turns | slightly worse than above; +1 modifier to ALL actions |
| Serious | 2d6 minutes | minor damage done to eyes; +2 to ALL actions |
| Deadly | 1d6 hours* | major damage to one or both eyes; +4 modifier to all vision-related actions and +2 to all other actions |
Grapple
TN: 4
D: none
R: +0
S: +0
A simple hold, like a bear hug. If the attacker gets any net successes at all, he has put the victim into a hold. As long as the victim is in a hold, the victim gets the "inferior position" modifier, and the attacker gets the "superior position" modifier. Also, the victim of a hold cannot use any jumping maneuvers. The hold is in effect until either the attacker decides to let go, or until the victim successfully uses the "Escape Hold" technique. If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
While the attacker is keeping his opponent grappled, his arms are occupied, so he can't use any kind of hand attack without letting go of the hold. However, he can use a special Squeeze attack (see Squeeze) and he can also use any other attack that the GM thinks is appropriate (Throw is a good one).
Handstand Kick*
(exclusive to Capoeira)
TN: 7
D: (Str+2)M (stun)
R: +1
S: -1
This difficult move is accomplished by planting your hands on the ground and using your body like a piston to propel your legs into your opponent. Exclusive to capoeiristas, the meia lua (Handstand Kick) is often used as a finishing move.
Head Butt
TN: 6
D: (Str)M (stun)
R: +0
S: +0
Slam your head into the head of your opponent. This is a great way to respond to a grapple (or choke) from the front. If Step Inside is used first, then the attacker gets an additional -1 TN modifier. You have to shake off [Str + 1] L (stun) damage in this attack, but your opponent takes more (OK, so your head is gonna hurt, but it looks impressive!).
Jump Kick
TN: 7
D: (Str+2)M (stun)
R: +2
S: -1
The attacker leaps up and lashes out at the opponent with a kick. A difficult move to accomplish, but it does a lot of damage. A GM can use the optional "Jumping" rules presented in the Fields of Fire sourcebook to determine the maximum "range" of a jump kick, if desired.
Jumping Knee Strike*
(exclusive Thai Boxing technique)
TN: 5
D: (Str+2) M (stun)
R: +1
S: -1
A more powerful version of the Knee Strike. The attacker propels himself towards his opponent, jumping slightly off the ground. He then plows his knee into the victim, with the added force of the jump.
Kick
TN: 5
D: (Str+1) M (stun)
R: +1
S: +0
A standard foot attack. Includes all forms of non-jumping kicks. Spin kick, fan kick, roundhouse kick, front kick, etc. Has an advantage in power over a punch, but at the expense of speed. Note: A character kicking is at +1 T# modifier to resist the effects of a Sweep attack.
Kill*
(exclusive to Tien-Hsueh/Touch Mastery)
TN: 8
D: (Skill)D
R: +0
S: +0
This attack is designed to kill the opponent. Kill is a strike done by one finger touching a part of the body doing (Skill D) physical damage. When using this attack the attacker can only add a number of dice from his Combat Pool up to the character's skill in Biology. (Yes, you may Concentrate in anatomy and Specialize in humans, etc...). Note that the power level of the attack is based on the character's Tien-Hsueh Skill, not strength, and it does a base damage of Deadly.
Kippup
TN: 6
D: none
R: n/a
S: special
This is a special move available to anyone with a concentration in a martial art. It's a neat little roll/flip that gets the attacker back on his feet quickly. It works much like a Quickdraw (as explained on p.82 of SRII.) The character rolls his Unarmed Combat concentration against a TN 6, modified as the GM sees fit (possible TN modifiers include wounds, treacherous terrain, heavy equipment, etc). If the test is successful, the character gets back on his feet and is still able to perform an attack/counterattack on that phase.
If the test fails, the character is still able to get up, but loses his attack/counterattack (in other words, if he was going to counterattack, his opponent gets to land an unresisted attack, and the character is forced to just tough it out and try to soak the damage. If he was going to attack, then there is no real bad effect. He just loses the opportunity to attack.) If the character botches the test, then not only does he lose his attack/counterattack, as above, but he's still on the ground. All characters fighting while on the ground automatically get the "character prone" modifier and give their attackers the "opponent prone" modifier.
Knee Strike
TN: 5
D: (Str+2) M (stun)
R: +0
S: +0
A vicious attack with the knee to the midsection of the opponent. If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Lock
TN: 6
D: (Skill) L (stun)
R: +0
S: +0
A painful move that puts one of the victim's limbs into a joint lock (wrist lock, arm lock, and knee lock are the most common, but if you're really creative you can come up with others.) If the attacker gets any net successes at all, he has put the victim into a hold. As long as the victim is in a hold, the victim gets the "inferior position" modifier, and the attacker gets the "superior position." While in a lock, the character cannot use the limb that is being held (he can still use other body parts to attack with as usual, however). The hold is in effect until either the attacker decides to let go, or until the victim successfully uses the "Escape Hold" technique. If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Once an opponent has been put into a lock, the attacker can use the Lock technique again on that person, but now he has the victim at his mercy, and the attack does (Skill+3) M (stun). Best advice... say "uncle" (or use "Escape Hold" and hope you do well).
Multiple Punch*
(exclusive to Hard Kung Fu/Jeet Kun Do/Carromeleg)
TN: 6
D: as Strike
R: +0
S: +1
The attacker can strike a single target a number of times equal to his quickness/2 per action (round up). The Strikes do the same damage as a normal strike, however, Combat Pool dice must be divided among each resistance test. If Step Inside is used first, then the attacker gets an additional -1 TN modifier. Note that the Shadowrun combat system is not a blow-by-blow system, rather, the use of Multiple Punch means that the attacker uses a series of feints and blocks in order to position themselves to use the Multiple Punch technique.
One-Handed Choke
TN: 8
D: [Str]S(stun)
R: +0
S: +1
If successful with this attack the attacker begins to choke the victim. After the choke is achieved, the victim must continue to resist the base damage on each of the attacker's following actions until the hold is broken. Position modifiers apply. If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Ram*
(Exclusive to Sumo)
TN: 8
D: [Body+Skill+ Distance]S (stun)
R: +0
S: -2
Ram is a dash and tackle maneuver based on the attacker's own weight and velocity. The attacker dashes across a space and slams their weight into the victim.
Reverse Hold*
(exclusive Aikido/Wrestling technique)
TN: 7
D: (Skill) L (stun)
R: +0
S: +0
This is a special move used to turn the tables on one's attacker. It is a combination of the Escape Hold and Lock techniques. When a character with Wrestling or Aikido is held in a lock (not a Grapple), he can use this technique in place of "Escape Hold". If the character gets at least one net success, he escape from his opponent's hold, and proceeds to put his opponent into a Lock! See the "Lock" technique for details about that attack.
Spinning Jump Kick*
(exclusive Tae Kwon Do technique)
TN: 8
D: (Str+3) M (stun)
R: +1
S: -2
A powerful jumping kick, in which the character spins around in mid-air, gaining extra torque. It is very hard to pull off, but is the most damaging kick (and one of the most damaging moves in general.)
Squeeze
TN: 4
D: (Str)L stun
R: +0
S: +0
Opponent must be trapped by Grapple before squeeze can be used. Position modifiers still apply.
Stamp Kick
TN: 4
D: (Str+1)M(stun)
R: +0
S: +1
Can only be used when opponent is prone (do not apply modifier for "Opponent is Prone").
Step Inside
TN: 5 for Reach 2, 6 for Reach 0 & 1
D: none
R: +0
S: +1
Note: This technique counts as a Free Action. The attacker steps inside his opponent's guard radius, which is determined by the weapon (if any) that the opponent is wielding. For every 3 Net successes, the attacker gets a -1 TN modifier for attempting any of the following techniques: Bite, Block, Choke, Disarm, Elbow Strike, Grapple, Head Butt, Knee Strike, Lock, One-hand Choke, Multiple Punch, Sweep, Takedown & Throw. Both parties add +1 to T# of all other techniques (unless the technique's style has been designed to work in such close contact). Additionally, this technique removes any reach modifiers. This may also limit the use of other techniques and weapons, for example a combat axe may not be truly effective now, so instead the haft is used as a club (or the hidden spike is deployed and that is used instead).
Step Outside
TN: 5 for Reach 2, 4 for Reach 0 & 1
D: none
R: +0
S: +1
Note: This technique counts as a Free Action. The attacker backs away, nullifying the benefits and disadvantages of the Step Inside technique.
Strike
TN: 4
D: (Str) M (stun)
R: +0
S: +1
Just about any kind of strike using the hands. Includes punches, open-hand attacks, knifehand strikes (the infamous "karate chop" move), etc.
Sweep
TN: 5
D: (Str) L (stun)
R: +1
S: +0
An attack similar to a kick but with the intention of knocking the victim flat on his butt. If the attacker gets any net successes at all, the target is knocked down. Note that standing up requires a simple action, and thus cannot be combined with an unarmed combat attack (which requires a complex action). All characters fighting while on the ground automatically get the "character is prone" modifier (+2) and give their attackers the "opponent is prone" modifier (-2). Character recieves a +1 modifier when using Sweep on opponent who is using any "airborne" attack (i.e. Flying Jump Kick, Jump Kick, etc); and a -1 modifier when using Sweep on any opponent using a "kick" attack (i.e. Kick, Handstand Kick, etc). If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Tackle
TN: 8
D: [Body + Distance in meters] S (stun)
R: +0
S: -2
The attacker runs across the space between him and his opponent and slams his weight into the defender. If this technique is performed successfully, the victim is rendered prone w/the attacker on top of him (also prone). This means that both characters recieve modifiers for being prone which cancel out ("Opponent is Prone" and "Character is Prone") BUT the attacker lands on top of the victim, so the attacker gets the "Superior Position" modifier (-1) while the defender/victim gets the "Inferior Position" modifier (+1). Note that many moves cannot be performed while prone, including kicks and kippups, etc, etc. (GM Discretion). If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Takedown
TN: 8
D: (Skill+1) L (stun)
R: +0
S: +0
This is actually a combination of two moves, a sweep and a lock. If the attacker gets any net successes at all, the victim is knocked down and held in a lock (see the "Lock" technique for details). If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Throw
TN: 5
D: (Str) L (stun)
R: +0
S: -1
The character grabs hold of the opponent and throws or flips him, usually using his own body for leverage, instead of relying on raw strength. If the attacker gets any net successes, he may throw the character a distance up to the attacker's Strength divided by 4 (round up) in meters. The direction of the throw is determined by the attacker.
The attacker must then divide his successes between distance and damage. Every two successes allocated to distance will increase the distance thrown by 1 meter (up to a maximum of the attacker's Strength divided by 2 in meters, round up) Every two successes allocated to damage will increase the damage normally. Note that if you manage to throw somebody off a building or into a brick wall or something like that, the GM should apply additional damage as he deems appropriate. If Step Inside is used first, then the attacker gets an additional -1 TN modifier.
Note: As an optional rule, the GM may wish to impose TN penalties for drastic differences in size. One rough estimate of this is to apply a TN modifier equal to the difference in Body scores (not counting Dermal armor and such), but that sometimes yields odd results.
Total Disable*
(exclusive to Hapkido)
TN: 8
D: (Skill) D (stun)
R: +0
S: +1
This nerve attack is designed to incapacitate an opponent without seriously hurting him. The damage, since it's base Deadly stun damage, will often result in the victim being knocked unconscious. Damage from a Total Disable strike will never carry over into the physical damage track.
