Re: Hand to hand Martial Commando:
Hand to Hand: Commando
This style of combat is a quick and dirty form of martial arts typically available only to the members of the military, and even then, only to special operations teams such as Commandos, Navy Seals, Special Forces and Military Specialists.
Note: Commando combat training enables the character to use any basic/common attacks, including Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch, Power Kick, and Pull Punch and even many martial arts moves (as noted below) – but unless noted below, the character does not have special martial art moves.
Level 1: Starts with four attacks/actions per melee round, W.P. Paired Weapons, Body Flip/Throw, Body Block/Tackle and +2 to save vs. Horror Factor.
Level 2: +1 on initiative, +1 to strike, +2 to parry and dodge, +3 to roll with punch/fall/impact, and +3 to pull punch. Backward Sweep Kick, used only against opponents coming up behind the character. Does no damage; it is purely a knockdown attack (same penalties as Body Flip) but cannot be parried (an opponent can try to dodge it but is +2 to do so).
Level 3: +1 on initiative, +1 to disarm, and Karate Punch/strike (does 2D4 damage).
Level 4: additional attack/action per melee and Karate Kick (does 2D5). The Karate-style kick starts with bringing the knee, folded, up to chest level, then the foot is completely extended.
Level 5: +2 to automatic dodge and all foot strikes.
Level 6: +2 on initiative, +1 to strike, parry and dodge, and +1 to Body Flip/Throw.
Level 7: +2 to damage, +1 to save vs. Horror Factor, +1 to disarm, +1 to automatic dodge and +2 to pull punch.
Level 8: +1 additional attack per melee, Jump Kick, +2 to Body Flip/Throw, and +1 to roll with punch/fall/ impact.
Level 9: Death Blow on a Natural 18-20! +2 to pull punch.
Level 10: +2 to save vs. Horror Factor, +1 on initiative and +1 to strike.
Level 11: +1 to disarm, +1 to pull punch and +2 to Body Flip/Throw.
Level 12: +2 to damage, +1 to parry and dodge, +2 to automatic dodge.
Level 13: +1 additional attack/action per melee.
Level 14: Can perform Holds and is +1 on initiative.
Level 15: Critical Strike on a Natural 17-20.
This message was lightly edited by the GM at 02:53, Wed 22 Feb 2012.