Raegenhere (Huscarl)
Mongoose
Sample Pankration Combat Manoeuvres (CMs)
These are Combat Manoeuvres for Pankration for RuneQuest II (very draft) and comments / suggestions would be welcomed. I have also taken existing CM's and allowed them for 'unarmed' and renamed them.
(1) Vice of Timodemus (Attack, Unarmed) – The location struck is immobilised. If an arm, the target cannot use whatever he is holding, if a leg the target cannot manoeuvre, if the head or torso the target suffers a -20% penalty to all activity. On his next action the wielder may spend a Combat Action (CA) to make an automatic Sweep of Agis attempt. An opponent can break free by using the Combat Manoeuvre (CM) Slip Free.
(2) Pin of Melissus (Attack and Defence, Unarmed) – Prevents the opponent from using the pinned limb until he spends a CA to wrestle or manoeuvre the limb free. Being pinned prevents an opponent from disengaging by use of the Evade skill. Breaking free requires free requires the spending of a CA and winning an Opposed Test of the Unarmed skill. Whilst the limb is pinned, any item in the limb may not be used for attack or defence and the foe can only avoid an attack by using a weapon in his other hand or by switching combat style.
(3) Sweep of Agis (Attack and Defence, Unarmed) – The opponent must roll an Opposed Test of Evade versus the original attack roll (if the attacker won), or the original parry roll (if the defender won). If the opponent fails, he falls prone and is subject to situational combat modifiers.
(4) Hammer of Polydamus (Critical Success Only, Attack, Unarmed) – the location struck is temporarily numbed. The defender must roll an opposed test versus the original attack roll. If the defender fails, then the limb is rendered useless, a torso blow causes the foe to stagger winded (may only defend), or a head shot renders the foe unconscious. The duration of incapacitation is equal, in Combat Actions, to the damage that penetrated the armour. If no damage penetrated, then the impact was insufficient to stun.
(5) Choke of Aristoclides (Critical Success Only, Attack, Unarmed) – This manoeuvre can only be performed where the defender is already constrained by the Combat Manoeuvre Vice of Timodemus. An opponent can break free of the Choke of Aristoclides by using the Combat Manoeuvre (CM) Slip Free; however, the original Vice of Timodemus would still be in place. Another option to break the Choke of Aristoclides is the dangerous Combat Manoeuvre Pyrrhic of Arrichion. If the defender cannot free themselves from the Choke of Aristoclides then they must make an Opposed Test of Resilience versus the original attack roll every turn that the Choke of Aristoclides is held in place. A successful Resilience roll means no damage has been taken, a failed Resilience roll means 1D3 damage has been taken to the Head and Chest, a fumbled Resilience roll means that 1D6 damage has been taken to the Head and Chest.
(6) Gouge of Leobotas (Critical Success Only, Attack, Unarmed) – The attacker gouges the eyes of the opponent. The defender rolls an Opposed resilience roll against the original attack. A success (critical or normal) means that the defender is -5 for initiative the next combat round. A failure means that the defender has taken 1D3 damage to the head and suffers -10 initiative for the next combat round. A critical failure by the defender means that he is effectively blinded and suffers 1D3 damage to the head, -15 initiative for the next combat round and the close combat situational penalty of blind at -60% for a number of rounds equal to the damage sustained in the attack.
(7) Cleaving of Strepasides (Critical Success Only, Attack, Unarmed) – Damages the shield of the defender. The defender rolls an Opposed Test of their combat skill against the original attack. A success (critical or normal) means the shield remains intact. If the roll is a failure the armour points (AP) of the shield are halved. If the roll is a fumble the shield has been kicked through and destroyed and is now useless and hangs on the arm and removes the shield CA that the opponent had for having a shield. The assumption is that the shields are wood banded or covered in metal. If a shield is full metal, then this Combat Action cannot be used (however, I would suggest that the ENC for the shield is multiplied X3 and the HP is multiplied X0.5, the AP however, remains the same). {Additionally, if the shield is strapped to the arm, you might want to rule that unlike dropping a weapon, it takes 1 CA to remove the shield}.
(8] Pyrrhic of Arrichion (Defence, Unarmed) – The defender who is being strangled using the Combat Manoeuvre Choke of Aristoclides can attempt the Pyrrhic of Arrichion – it is however also very risky for the defender. The defender executes a move that effectively throws both of them probably in all reality causing damage to them both. A successfully executed Pyrrhic of Arrichion by the defender (i.e., the attacker does really badly) will also remove both the Vice of Timodemus and Choke of Aristoclides at the same time. The attacker rolls an Opposed Test of Unarmed against the defenders original roll. If the attacker gets a critical success, then attacker suffers no fall damage and maintains the Choke of Aristoclides and the defender suffers 1D3 damage to the head. If the attacker gets a normal success, then they suffer 1D3 fall damage to a location but still maintain Choke of Aristoclides. If the attacker rolls a failure, then they suffer 1D6 fall damage and the Choke of Aristoclides is broken. If the attacker rolls a fumble, then they suffer 1D8 fall damage and both the Choke of Aristoclides and Vice of Timodemus are broken.
(9) Bite of Lycurgus (Critical Success Only, Attack, Unarmed) – The attacker bites and causes a wound which begins to bleed critically, if the attack overcomes Armour Points and injures the target. The defender must make an Opposed roll of Resilience versus the attackers original attack roll. If the defender fails, then a major artery or vein has been cut and the wound inflicts a level of Fatigue at the start of each new Combat Round. Bleeding wounds can be stopped by the successful use of First Aid skill, but the recipient can no longer participate in any strenuous or violent action without opening the wound up again. Fatigue levels gained by blood loss remain until sufficient time has passed for the body to heal.
(10) Breaking of Sikyon (Critical Success Only, Attack, Unarmed) – The blow finds a gap in the defenders protection. This counts against worn armour or the natural skin/fur/shell of creatures. If striking a target has both natural protection and wearing armour, then the attacker must decide which one is bypassed. Physical protection gained from magic is considered as being worn armour.
{I originally wanted this to be something along the lines of bone-breaking, but I wasn’t sure how to model it?}
(11) Throw of Dioxippus (Critical Success Only, Attack and Defence, Unarmed) – The attacker / defender (depending on who is making the manoeuvre) attempts to throw the opponent. The opponent makes an Opposed Test of Evade versus the original attack roll. If the opponent is successful (critical or normal) they are not thrown. If the opponent fails the roll then they are thrown a number of metres prone in any direction chosen by the thrower equal to the damage roll. If the opponent fumbles the roll then they are thrown a number of metres prone in any direction chosen by the thrower equal to the damage roll and suffer 1D6 fall damage.
NOTE: The Gouge of Leobotas and the Bite of Lycurgus are against the rules in organized Pankration competitions, however, in open warfare anything goes and there is an anecdote that the Spartans wouldn’t engage in Pankration competitions precisely because they couldn’t bite or gouge the opponent!
Has anyone else modelled Unarmed CMs? Just looking at the CMs on page 88 and 89, without even modelling unarmed martial arts there are still some good CM's in there, but granted under open rules, those CMs are available to everyone.
These are Combat Manoeuvres for Pankration for RuneQuest II (very draft) and comments / suggestions would be welcomed. I have also taken existing CM's and allowed them for 'unarmed' and renamed them.
(1) Vice of Timodemus (Attack, Unarmed) – The location struck is immobilised. If an arm, the target cannot use whatever he is holding, if a leg the target cannot manoeuvre, if the head or torso the target suffers a -20% penalty to all activity. On his next action the wielder may spend a Combat Action (CA) to make an automatic Sweep of Agis attempt. An opponent can break free by using the Combat Manoeuvre (CM) Slip Free.
(2) Pin of Melissus (Attack and Defence, Unarmed) – Prevents the opponent from using the pinned limb until he spends a CA to wrestle or manoeuvre the limb free. Being pinned prevents an opponent from disengaging by use of the Evade skill. Breaking free requires free requires the spending of a CA and winning an Opposed Test of the Unarmed skill. Whilst the limb is pinned, any item in the limb may not be used for attack or defence and the foe can only avoid an attack by using a weapon in his other hand or by switching combat style.
(3) Sweep of Agis (Attack and Defence, Unarmed) – The opponent must roll an Opposed Test of Evade versus the original attack roll (if the attacker won), or the original parry roll (if the defender won). If the opponent fails, he falls prone and is subject to situational combat modifiers.
(4) Hammer of Polydamus (Critical Success Only, Attack, Unarmed) – the location struck is temporarily numbed. The defender must roll an opposed test versus the original attack roll. If the defender fails, then the limb is rendered useless, a torso blow causes the foe to stagger winded (may only defend), or a head shot renders the foe unconscious. The duration of incapacitation is equal, in Combat Actions, to the damage that penetrated the armour. If no damage penetrated, then the impact was insufficient to stun.
(5) Choke of Aristoclides (Critical Success Only, Attack, Unarmed) – This manoeuvre can only be performed where the defender is already constrained by the Combat Manoeuvre Vice of Timodemus. An opponent can break free of the Choke of Aristoclides by using the Combat Manoeuvre (CM) Slip Free; however, the original Vice of Timodemus would still be in place. Another option to break the Choke of Aristoclides is the dangerous Combat Manoeuvre Pyrrhic of Arrichion. If the defender cannot free themselves from the Choke of Aristoclides then they must make an Opposed Test of Resilience versus the original attack roll every turn that the Choke of Aristoclides is held in place. A successful Resilience roll means no damage has been taken, a failed Resilience roll means 1D3 damage has been taken to the Head and Chest, a fumbled Resilience roll means that 1D6 damage has been taken to the Head and Chest.
(6) Gouge of Leobotas (Critical Success Only, Attack, Unarmed) – The attacker gouges the eyes of the opponent. The defender rolls an Opposed resilience roll against the original attack. A success (critical or normal) means that the defender is -5 for initiative the next combat round. A failure means that the defender has taken 1D3 damage to the head and suffers -10 initiative for the next combat round. A critical failure by the defender means that he is effectively blinded and suffers 1D3 damage to the head, -15 initiative for the next combat round and the close combat situational penalty of blind at -60% for a number of rounds equal to the damage sustained in the attack.
(7) Cleaving of Strepasides (Critical Success Only, Attack, Unarmed) – Damages the shield of the defender. The defender rolls an Opposed Test of their combat skill against the original attack. A success (critical or normal) means the shield remains intact. If the roll is a failure the armour points (AP) of the shield are halved. If the roll is a fumble the shield has been kicked through and destroyed and is now useless and hangs on the arm and removes the shield CA that the opponent had for having a shield. The assumption is that the shields are wood banded or covered in metal. If a shield is full metal, then this Combat Action cannot be used (however, I would suggest that the ENC for the shield is multiplied X3 and the HP is multiplied X0.5, the AP however, remains the same). {Additionally, if the shield is strapped to the arm, you might want to rule that unlike dropping a weapon, it takes 1 CA to remove the shield}.
(8] Pyrrhic of Arrichion (Defence, Unarmed) – The defender who is being strangled using the Combat Manoeuvre Choke of Aristoclides can attempt the Pyrrhic of Arrichion – it is however also very risky for the defender. The defender executes a move that effectively throws both of them probably in all reality causing damage to them both. A successfully executed Pyrrhic of Arrichion by the defender (i.e., the attacker does really badly) will also remove both the Vice of Timodemus and Choke of Aristoclides at the same time. The attacker rolls an Opposed Test of Unarmed against the defenders original roll. If the attacker gets a critical success, then attacker suffers no fall damage and maintains the Choke of Aristoclides and the defender suffers 1D3 damage to the head. If the attacker gets a normal success, then they suffer 1D3 fall damage to a location but still maintain Choke of Aristoclides. If the attacker rolls a failure, then they suffer 1D6 fall damage and the Choke of Aristoclides is broken. If the attacker rolls a fumble, then they suffer 1D8 fall damage and both the Choke of Aristoclides and Vice of Timodemus are broken.
(9) Bite of Lycurgus (Critical Success Only, Attack, Unarmed) – The attacker bites and causes a wound which begins to bleed critically, if the attack overcomes Armour Points and injures the target. The defender must make an Opposed roll of Resilience versus the attackers original attack roll. If the defender fails, then a major artery or vein has been cut and the wound inflicts a level of Fatigue at the start of each new Combat Round. Bleeding wounds can be stopped by the successful use of First Aid skill, but the recipient can no longer participate in any strenuous or violent action without opening the wound up again. Fatigue levels gained by blood loss remain until sufficient time has passed for the body to heal.
(10) Breaking of Sikyon (Critical Success Only, Attack, Unarmed) – The blow finds a gap in the defenders protection. This counts against worn armour or the natural skin/fur/shell of creatures. If striking a target has both natural protection and wearing armour, then the attacker must decide which one is bypassed. Physical protection gained from magic is considered as being worn armour.
{I originally wanted this to be something along the lines of bone-breaking, but I wasn’t sure how to model it?}
(11) Throw of Dioxippus (Critical Success Only, Attack and Defence, Unarmed) – The attacker / defender (depending on who is making the manoeuvre) attempts to throw the opponent. The opponent makes an Opposed Test of Evade versus the original attack roll. If the opponent is successful (critical or normal) they are not thrown. If the opponent fails the roll then they are thrown a number of metres prone in any direction chosen by the thrower equal to the damage roll. If the opponent fumbles the roll then they are thrown a number of metres prone in any direction chosen by the thrower equal to the damage roll and suffer 1D6 fall damage.
NOTE: The Gouge of Leobotas and the Bite of Lycurgus are against the rules in organized Pankration competitions, however, in open warfare anything goes and there is an anecdote that the Spartans wouldn’t engage in Pankration competitions precisely because they couldn’t bite or gouge the opponent!
Has anyone else modelled Unarmed CMs? Just looking at the CMs on page 88 and 89, without even modelling unarmed martial arts there are still some good CM's in there, but granted under open rules, those CMs are available to everyone.