( Hand to Hand: Martial Arts ) Aikido ( revised )
( Hand to Hand: Martial Arts ) Aikido ( revised )
( Hand to Hand: Martial Arts ) Aikido ( revised )
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<strong>Hand</strong>-To-<strong>Hand</strong>: Close-Quarters Combat<br />
by Billy Bardo<br />
CQB or Closed-Quarters combat (considered a martial arts), Is a tactical form of combat emphasizing<br />
quick take downs, expediant B&E (breaking and entering) and weapon improvization with just a <strong>to</strong>uch<br />
of presure points thrown in for prisoner/combatant control. HH:CQB is what you use <strong>to</strong> give you the<br />
advantage in tight quarters such as inside buildings, sea-going vessels and starships. Here is just one<br />
Z's interpitation.<br />
Starting Attacks per Melee: 2<br />
The following techniques are known at first level.<br />
Maintain balance, Arm-hold, Disarm, Au<strong>to</strong>-parry, Au<strong>to</strong>-dodge<br />
Bonuses: +2MA, +2PP, +1Initiative, +6 Speed.<br />
The following weapons should be treated as if they were in kata, although they are not really<br />
kata's, the use of the HH manuvers along with these weapons is allowed.<br />
Ba<strong>to</strong>n, Pis<strong>to</strong>l, Rifle, Dagger, Flashlight, Shotgun, Hooligan <strong>to</strong>ol or crowbar and paired pis<strong>to</strong>l/flashlight<br />
and Kubotan.<br />
Level Advancement Bonuses<br />
Level 1: +2 Attacks, +2 Roll, +2 Dodge, Use any small object as a thrown weapon<br />
Level 2: +2 Strike, +1 Disarm, +6 Damage<br />
Level 3: +1 Attack, +1 Initiative Use suitable blunt object as weapon<br />
Level 4: Blunt strike with Pis<strong>to</strong>l/Butt-stroke with rifle (1d6 damage)<br />
Level 5: Body Hold, Pin/Incapacitate<br />
Level 6: +1 Attack, Knock-out/Stun 18-20 (Pressure point)<br />
Level 7: Critical Strike (Called!, also Pressure point), use suitable flexible object as weapon<br />
Level 8: +1 Initiative, +1 Roll, +1 Dodge, +2 Parry<br />
Level 9: Knock-out/Stun (Called, pressure point)<br />
Level 10: +1 Attack, Blind-Fighting (fighting without negatives when you cannot see such as in<br />
smoke/gas, darkness, while blinded, etc)<br />
Level 11: +4 Speed, Arm lock<br />
Level 12:Combo Wrist lock/Disarm<br />
Level 13:+2 Damage, +1 Disarm, +1 Initiative<br />
Level 14:+2 Roll, +2 Dodge, +1 Parry<br />
Level 15:+1 Attack, Shoot wild without penalty!<br />
Why learn CQB?<br />
Well, for realism! It is taught <strong>to</strong> many military personel and law enforcement. If your character wants<br />
an effective combat that can be used where combat mostly takes place (up close and personal) then<br />
you want CQB. It's emphasis on quick take down and good defense make it a well rounded HH form.<br />
With all it has <strong>to</strong> offer, give your next military/law enforcement character CQB.