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You may strike your opponent with melee weapons, your fists, your feet, etc. There are a wide variety of maneuvers, and we will get to them all in a moment.
I'll mention this again in the section on Damage, but when performing Strike maneuvers with unpowered weapons, certain characters will do addtional damage, based either on their own personal strength (when in personal combat or when wearing a powersuit) or their mech's strength (when in mecha combat). Characters with a Body type of 8-9 will do one additional point of damage (or 1 additional kill in powersuit combat) while characters with a Body Type of 10 will do two additional points of damage (or 2 additional kills in powersuit combat). Note that if this actually pushes the character's damage up to the next multiple of 5 he or she will do extra damage when using a powersuit weapon against a mech as well. This will be explained in more detail under Damage.
Melee Weapons - are pretty much standard attacks - in order to hit roll ATTACKER [Reflexes + Melee Combat (or Mecha Fighting if piloting a mech) + mods + 1d10] vs DEFENDER [Reflexes + Dodge (or Mecha Piloting if piloting a mech) + 1d10]. If the Attacker rolls higher he or she connects and does damage.
Hand-To-Hand - there are a variety of attacks you can perform
bare-handed (or with your mecha's fists and feet using Mecha Fighting).
These provide certain modifiers to your WA and damage.
| Maneuver | WA modifier | Damage modifier | Location | Notes |
| Punch | +1 | 1k+ | Torso, head, arms only | Requires one hand. |
| Chop | -2 | NA | Head or hand only | Defender must make stun/shock roll. Failure indicates:
Head-knocked out Hand-weapon dropped. Requires one hand. |
| Claw | +1 | 2k+ | Varies | Requires one claw. |
| Bite | +1 | 4k+ | Makes location called shots without penalty | Azteca powersuits do not bite, but some Azteca mecha, KreeSara powersuits, and KreeSara mecha do. |
| Jab | -3 | 3k+ | Eyes or sensors only | Requires 1 hand or 1 claw. |
| Kick | 0 | 3k+ | Legs only | Requires 2 feet. |
| Wheel Kick | 0 | 3k+ | Torso only | Requires 2 feet. |
| Spin Kick | -4 | 6k+ | Head only | Hard to do, big damage producer. Requires two feet. |
| Crescent Kick | -2 | 4k+ | Head only or disarm | Requires two feet. |
| Thrust Kick | -3 | 5k+ | Torso only | Knocks opponent back one hex. Requires two feet. |
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