Close Quarter Battle
By Kuseru
Entrance Requirements: No Alignment Restrictions. Requires a Minimum M.E. of 12.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style)
Close Quarter Battle (CQB, also called Close Quarter Combat) is a term used to describe the physical engagement of a threat in a close or confined environment. The term is used by military, law enforcement and martial arts groups all over the world. While the situation has been present for armies for centuries, it was only in the 20th century that it studied and codified with regards to creating an effective fighting system that a person could be taught.
Close Quarter Combat's aim is to incapacitate or neutralize an enemy in a minimum amount of time using any and all means necessary. Organizations making use of CQB care little about the origins of the tactics and techniques, but rather about the effectiveness of those techniques and tactics. Combat training stresses unarmed combat, improvised weapons, knife training, and firearms usage in close quarters. Unarmed and weapon techniques and tactics are integrated in such a way that each is taught equally without favoring one method of combat over another. Tactics covered include building entry, building-clearing methods, building searches, control methods, individual and small team tactical movement, threat assessment, and weapon emplacement.
Costume: Typically urban camouflage fatigues or all black fatigues marked with the unit's identification, tactical vest and/or body armor, kevlar helmet with built in communications gear, and durable combat boots.
Stance: None, though pistol shooting may be performed with the standard Weaver stance. Feet are in a boxer's stance with the gun foot to the rear and the knees locked. The support arm is sharply bent with the elbow tucked in to the body and pointing toward the ground. Gun arm pushes out as support arm pulls in. The head might be tipped down or to the side to see the sights.
CHARACTER BONUSES
Add +1 to P.P.
Add +1 to P.E.
Add +4 to Spd.
Add +2D6 S.D.C.
COMBAT SKILLS
Attacks per Melee: 5
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Leap, Roll, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge.
Hand Attacks: Strike (Punch), Fingertip Attack, Palm Strike, Hammer Fist.
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Burst, Butt Stroke (2D4 damage), Body Block/Tackle, Body Flip/Throw, Knee, Elbow, Forearm, Headbutt.
Holds/Locks: Wrist Lock, Arm Lock, Neck Hold, Leg Hold.
Weapon Kata (Pick Four): W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Assault Rifle, W.P. Shotgun, W.P. Grenade Throwing, W.P. Knife, W.P. Blunt.
Modifiers to Attacks: Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: None. This style offers no Martial Art Powers or Abilities.
Cultural: Tactics
Physical: Climbing
Weapon Proficiencies: W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Assault Rifle, W.P. Shotgun, W.P. Grenade Throwing, W.P. Knife, W.P. Blunt.
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES
1st: +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Dodge/Parry, +1 to Holds, Critical Strike from Behind
2nd: Double Tap, +1 to Body Flip/Throw
3rd: +1 Attack per Melee, +1 to Strike with Aimed Shot
4th: Pinning Fire, +1 to Roll with Punch/Fall/Impact
5th: +1 to Dodge, +1 to Holds
6th: Walking Aim, +1 to Strike with Aimed Shot
7th: +1 Attack per Melee, +1 to Strike with Bursts
8th: Snap Shot, +1 to Roll with Punch/Fall/Impact
9th: +1 to Dodge/Parry, +1 to Strike with Aimed Shot
10th: Rapid Load, +1 to Holds
11th: +1 to Dodge/Parry, +1 to Strike with Aimed Shot
12th: Aimed Burst, +1 to Roll with Punch/Fall/Impact
13th: +1 Attack per Melee, +1 to Strike with Bursts
14th: +1 to Dodge/Parry, +1 to Body Flip/Throw
15th: Blind Shooting, +1 to Strike with Aimed Shot
Why Study Close Quarter Battle?
It's quite useful because you can't carry a larger weapon most places and is good against multiple attackers who are in hand to hand range. A student of this style will become faster and more powerful, and he will be able to fully defend himself in many situations (though for lower level students multiple attackers could be a problem). Possibly the most aggressive of all martial arts, but at the same time one of the most dangerous. Totally weak on the Internal/Mystical end of things, but it is a lot of fun!

NOTE 1: All of the gun styles use their superior level advancement bonuses in place of the weapon proficiency bonuses for modern weapons.

NOTE 2: Gun Styles use these Modern Combat Rules.

NOTE 3: Gun Styles use these Modern Weapon Proficiencies.

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