Literally, "armour art". The ultimate cyborg combat technique. This ancient
martian craft exploits the various abilities that characterize humanoid robots,
such as faster reflexes and superhuman strength. In particular, it takes
advantage of the fact that the brain controlling the mechanical body is capable
of blocking pain. Self-mutilation is thus a viable option during a confrontation
(although clearly as a last resort), and retaliation can take place even after severe
body damage, such as loss of limbs.
The Panzer Kunst encompasses a series of sophisticated fighting maneuvers.
Note that these skills do not necessarily depend on the cyborg's physical body,
they are knowledge engraved within the cyborg's psyche. The Panzer Kunst
also provides a definite tactical advantage, since it gives it's user the ability to
analyze an opponent's fighting style and to retaliate accordingly. Gally will
therefore rarely be defeated in a second combat with a given enemy. Panzer
Kunst can only be learned by the Battle Angel O.C.C.
Panzer Kunst was developed on Mars over a three thousand years ago, before
the collapse of civilization in the Battle Angel solar system. Panzer Kunst is a
lost cyborg martial art now, the only ones that know it are the rare Battle Angels
who have appeared in the Scrap Iron cities and the sky city of Zalem.
Techniques known at first level:
Body flip/throw, disarm, holds, roll with punch/fall/impact, pull punch,
maintain balance, kick attack (8d6 S.D.C), power punch/kick, break fall
Bonuses:
+3 M. E., + 2d6 PPE, damage is increased by 6 times due to the much greater
strength of the cyborg.
LEVEL ADVANCEMENT BONUSES Level 1: 2 attacks at first level, snap kick (6d6 S.D.C.), knife hand (8d6 S.D.C.), +2
dodge and parry, +2 roll with punch/impact/fall, +1 disarm
Level 2: +1 strike, backflip (attack/escape/defense) (1d6x10+6 S.D.C.), axe kick
(1d6x10+6 S.D.C.) , drop kick (special)
Level 3: +1 attack, jump kick (5d4x10 S.D.C), cartwheel (forward flip) attack
(1d6x10+6 SDC)
Level 4: leap attack (special), roundhouse kick (3d4x10 S.D.C), elbow/forearm strike
(6d6), +2 maintain balance
Level 5: Critical on 18-20, +3 damage, +2 strike when doing backflip/cartwheel attack
Level 6: +1 parry/dodge, +2 break fall, Hertza Haeon, wheel kick (1d6x10+6 S.D.C.)
Level 7: crescent kick (1d6x10 S.D.C.), remaining jump kicks (2d6x10 S.D.C.), +1
attack
Level 8: Death blow on natural 20, Critical from behind, Penetrating Strike Level 9: Auto flip/throw, +2 initiative, +1 roll with punch, +1 pull punch
Level 10: +2 dodge, +1 strike, Einzug Rustungen Level 11: +1 attack, leg hook, backward sweep
Level 12: Death blow on natural 18-20, double PPE
Level 13: +1 attack, +2 damage, +1 dodge/strike
Level 14: +1 pull punch, +2 break fall, +2 maintain balance
Level 15: +1 attack, Death blow!