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CQC

Intensive: Yes
Your ability to perform special maneuvers in melee.
Using this skill, you can trip opponents, disarm them, etc.

Moves


Unarmed Attack

Time: Action
Prerequisites: None
You attack with your fists, legs, elbows or any other suitable bodypart. Roll a check; each hit equals one point of damage inflicted to the opponent.

Swift Strike

Time: Short Action
Prerequisites: Proficiency Level 1
You make a quick attack with your fists, legs, elbows or any other suitable bodypart. Roll a check with a -1 Disadvantage; each hit equals one point of damage inflicted to the opponent.

Grapple

Time: Action
Prerequisites: None
Make a Check against the target’s CQC Proficiency Difficulty. On a success, you grapple the target and it will be unable to move. You are unable to perform any actions as you are busy keeping the target down, but the target suffers a -1 disadvantage to all actions except Break Free, while your allies get a +1 advantage on attacks made against it. You can use your action to extend your Grapple or to Pin Down if you meet the requirements. A target can use a Dodge to prevent the grapple, but cannot use Dodge while grappled.

Hip Toss

Time: Reaction to any CQC move used against you
Prerequisites: None
Roll a CQC check against the incoming threat. If your Check is equal to or higher than the check made against you, that check fails, and you instead throw the target to the ground, making it Prone. If the target was Grappling you, you can instead Grapple the target or force the target to release you.

Break Free

Time: Action
Prerequisites: None
Make a Check against the target’s CQC Proficiency Difficulty. On a success, you release yourself from a Grapple.

Trip

Time: Short Action
Prerequisites: None
You trip a target creature. Roll a check against the target’s Alertness Proficiency Difficulty. On a success, the target falls Prone.

Disarm

Time: Action
Prerequisites: Proficiency Level 2
Roll a Check against the opponent’s Melee Fighting Proficiency Difficulty. On a success, you disarm the target. If you have at least one free hand, you can take the weapon instead of throwing it to the ground. Failing this action, the opponent has +1 advantage on its next attack against you. A target can Dodge to prevent the Disarm as well.

Pin Down

Time: Action
Prerequisites: Proficiency Level 2; Have a creature Grappled
Make a Check against the target’s CQC Proficiency Difficulty. On a success you pin the target down on the ground. Target is no longer Grappled, as it is now Pinned. The target has a -1 Disadvantage to Break Free, and cannot use the Dodge action.

Suplex

Time: Action
Prerequisites: Proficiency Level 3; Have a creature Grappled
Make a Check against the target’s CQC Proficiency Difficulty. On a success you suplex the enemy. Roll a Check, every hit equals a point of damage. The target cannot use armour or equipment bonuses to prevent damage from this attack.

Coup de grâce

Time: Action
Prerequisites: Proficiency Level 3; Have a creature Pinned
Make a Check; each Hit counts as if you had rolled a 6 against the opponent.