Combat Styles

Combat Styles is an optional rule. Check with your GM that they are using it before buying one for your character.

Advantages

Combat Stylist: 1cp
The character fights in a particular style. Select a combat style. When armed with the correct combination of weapons, you may fight using that style if you wish.

Advanced Combat Stylist: 2cp
The character has studied a number of combat styles. Select three combat styles. When armed with the correct combination of weapons, you may fight using any of these styles, though not more than one at once. If you wish to change style in the middle of combat, you must spend a round doing so. While changing combat styles you may not attack, although you may draw and sheath weapons as well as defending yourself as normal.

Master Combat Stylist: 3cp
The character has studied a huge variety of combat styles. Select ten combat styles. When armed with the correct combination of weapons, you may fight using any of these styles, though not more than one at once. If you wish to change style in the middle of combat, you must spend a round doing so. While changing combat styles you may not attack, although you may draw and sheath weapons as well as defending yourself as normal.

Combat Styles

You may only use one combat style at a time.

Unarmed Styles

These Combat Style cannot be used if you have the Natural Weapon Advantage.

Jujutsu: Whenever you hit an enemy with Kick attack or with two Punch attacks in the same round, they must make an opposed Athletics check against your Strength. If they fail, they become prone, exactly as if they had been tripped.

Wrestling: Whenever you hit an enemy with Kick attack or with two Punch attacks in the same round, you may choose to begin grappling.

Sumo Style/Push Syle: Whenever you hit an enemy with Kick attack or with two Punch attacks in the same round, they must make an opposed Athletics check against your Strength. If they fail, they are knocked back, exactly as if they had been shoved.

Bare-Knuckle Boxing: Your punches deal an extra 2 Damage.

Muay Thai: Your kicks deal an extra 4 Damage.

Sword Styles

Fencing: Single Sword: When fighting with a one-handed sword and not attacking with your other hand, you enjoy a +2 to Block and can add your Strength to the sword's damage twice, as though you were wielding it two-handed.

Kenjutsu: Two Heavens School: You may wield a katana (counts as greatsword) as a one-handed weapon, provided you use a wakizashi (counts as sword) in your other hand.

Kenjutsu: Iaijutsu: You may draw a single katana (counts as greatsword) as a free action as though it had the Quick Draw property.

Ninjutsu: Requires Strength 4 or higher. When fighting with a ninjo-to (counts as sword) in one hand, you may use the other to throw smoke bombs at your feet, sand into your enemy's eyes and do other things to confuse and misdirect your enemy. These efforts grant you a +2 bonus to Dodge and Block.

Other Styles

Chainsaw-Wielding Psycho Style: You have become skilled in fighting with a chainsaw. When using a chainsaw two-handed, you ignore half of the enemy's soak. You still suffer -1 to Block and Melee for using the chainsaw.

Knife Nut: You may draw knives as a free action as though they had the Quick Draw property. Unless you have been strip-searched, you always have knives somewhere on your person.

Myrmidon Style: When wielding a shield and a one handed piercing weapon, whenever someone enters your Short Range, you may make a single melee attack against them. You may only make one such attack per round, even if more than one enemy enters your Short Range.

Shield Bash: You can use your shield as a Melee Weapon: Strength +0, One-handed, Blunt.

Twin Disciplines: You can use a bow using your melee attribute instead of marksmanship, but cannot make long range shots.

The Switch: Choose two kinds of weapon. You can put them away and draw them as if they had quick draw, so long as you are switching from one to the other.

Double Shot: When shooting a bow, you may opt to take two shots per round. When doing this, you may only add your Strength to Damage once instead of twice and you suffer a -1 penalty to hit.

Firearms Styles

Heavy Weapons Specialist: When wielding a Heavy Weapon, you suffer a -1 penalty to your Block and Dodge, instead of treating them as 0.

Specific Styles

Agency Unarmed Combat: Requires Melee 4 or higher. Whenever you hit an enemy with Kick attack or with two Punch attacks in the same round, they must make an opposed Strength check with you. If they fail, they lose their weapon, exactly as though they had been disarmed.

Best in the West: Requires Perception 3 or higher. During the first round of combat, you may declare that you are the 'best in the west' and automatically go to the top of the initiative order, provided your action is to quick draw a weapon and use it. If two are more people are the best in the west, they go in initiative order amongst themselves, and then other initiatives resume as normal. Best in the west can only be used with a weapon you are able to quick draw as part of the weapon's function, NOT through other combat styles.

Clawed Hand Style: Requires Natural Weapon and Block and Melee 4 or higher. When making two Claw attacks, you enjoy +1 to Block. When making a Bite attack, you ignore half of your enemy's soak.

Hand of God Style: Requires Strength 4 and Firearms Training. You may wield an SMG one-handed, provided you have either a one-handed sword or a shield in your other hand. If you have access to a Time Nazi Führy, you may use it in place of an SMG, in which case this is called the Hand of Hitler Style.

Sword of Allah Style: Requires Melee 4 or higher. While dual-wielding two identical swords you may, in lieu of your normal attacks, make a single attack against each enemy in Melee range.

The Slater Technique: Requires Firearms Training. You may treat assault rifles as having the Quick Draw quality.

The Wright Way: Requires Firearms Training. When firing two identical pistols(not including sawn-off shotguns) at a single enemy, the second shot ignores soak if the first shot hits.