HAND TO HAND COMBAT

The man that has the card starts as the attacker. He moves to touch the defender. Going though the following procedure it is possible that the defender may mm the tables on the attacker and then become the attacker himself.

This will be somewhat in the form of a flow chart.

Can the attacking player reach the defender? If not, no hand-to-hand occurs. If yes then the attacker strikes a blow.

If the defender is unconscious, he must accept the blow, but if not he must choose one of the following::

  1. PARRY and COUNTERSTRIKE (Only if defender is not pinned)
  2. EVADE

PARRY:

Each player rolls D100 and adds/subtracts modifiers. If attacker's total is higher, parry fails, go to DAMAGE EVALUATION. If defenders total is higher, attacker's blow does no damage, go to COUNTERSTRIKE to see if defender is able to become the Attacker. Note that a pinned man cannot parry, may only evade.

PARRY Modifiers:

If attacker has highest total go to DAMAGE EVALUATION, if not, go to COUNTERSTRIKE.

DAMAGE EVALUATION - Roll a D 100 for the attacking man. Modify as:

COUNTERSTRIKE The defender now becomes the attacker. Roll again as under the PARRY table above. The modifiers are the same except do not use the "Facing wrong way" modifier. If the attacker wins the die roll(he is the original defender, remember) he rolls again under DAMAGE EVALUATION as above. If not the hand to hand is over, and two sweaty, slippery men wait for the next card.

EVADE If the defender does not want to fight hand to hand, each person rolls a D100. If the attacker wins, he may strike a blow. If the defender wins, he is moved one move away in any direction. He may face any direction he wishes. The only modifier for this roll is that the defender may add +10 if he is "speedy".

Prone men may not evade.

GRAPPLING

Instead of exchanging blows, the attacker may grapple if he is standing. The defender gets an unopposed roll on the DAMAGE EVALUATION above, with whatever weapon he is armed with, then both men fall down.

The defender falls on his back and takes a "damage" roll equal to a single-story fall. (See self-inflicted damage) He drops any grenade or special weapon, plus his regular weapon.

The attacker tests morale and if good, falls on his stomach, holding the other man, preventing any movement on the defenders subsequent moves. If he fails morale he falls on his back. He also drops weapons as above.

If the attacker successfully grappled with the defender, then the defender is a prisoner and moves on the attacker's cards in the future till liberated.

MOVEMENT SMALL ARMS
MACHINE GUNS
HAND GRENADES
H.E. SHELLS SSPECIAL WEAPONS
AFV RULES
AFV DAMAGE
TANK AND A.T. GUNS INFANTRY AT WEAPONS
SMOKE
HAND TO HAND
MORALE WOUNDS AND DEATH INTRODUCTION OUTSTANDING SOLDIERS

DAMAGE CHART


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