Starting Attacks per Melee: 2
Bonuses: +2MA, +2PP, +1Initiative, +6 Speed.
The following weapons should be treated as if they were in kata, although they
are not really kata's, the use of the HH manuvers along with these weapons is
allowed.
Level Advancement Bonuses
Why learn CQB?
The following techniques are known at first level.
Maintain balance, Arm-hold, Disarm, Auto-parry, Auto-dodge
Baton, Pistol, Rifle, Dagger, Flashlight, Shotgun, Hooligan tool or crowbar and
paired pistol/flashlight and Kubotan.
Level 1: +2 Attacks, +2 Roll, +2 Dodge, Use any small object as a thrown weapon
Level 2: +2 Strike, +1 Disarm, +6 Damage
Level 3: +1 Attack, +1 Initiative Use suitable blunt object as weapon
Level 4: Blunt strike with Pistol/Butt-stroke with rifle (1d6 damage)
Level 5: Body Hold, Pin/Incapacitate
Level 6: +1 Attack, Knock-out/Stun 18-20 (Pressure point)
Level 7: Critical Strike (Called!, also Pressure point), use suitable flexible object
as weapon
Level 8: +1 Initiative, +1 Roll, +1 Dodge, +2 Parry
Level 9: Knock-out/Stun (Called, pressure point)
Level 10: +1 Attack, Blind-Fighting (fighting without negatives when you cannot see such as in smoke/gas, darkness, while blinded, etc)
Level 11: +4 Speed, Arm lock
Level 12:Combo Wrist lock/Disarm
Level 13:+2 Damage, +1 Disarm, +1 Initiative
Level 14:+2 Roll, +2 Dodge, +1 Parry
Level 15:+1 Attack, Shoot wild without penalty!