Combatives martial arts styles
In my current modern world campaign, military hardware and martial arts are one of the mainstays. This renders it somewhat impractical for me to switch over to 4e for that campaign, as the books High Tech and Martial Arts for 4e have not yet been published, while the previous edition had quite functional and enjoyable rules for guns and unarmed fighting.
As a consequence, I find myself still using the 3e Martial Art styles regularly during play. The addition of manoeuvres and secondary skills add verisimilitude and combine to make PCs specialising in the various styles distinct from each other. However, while the 3e Martial Art book covers a large variety of styles, it is all but impossible to shoehorn every form of martial art into a single sourcebook. I know that people here overwhelmingly use 4e rules, but I suspect that there are many who still remember the rules of the previous edition and anyone who bets against GURPS players being intimately familiar with real world phenomena as it relates to gaming is looking to lose money. Therefore, I ask you, my fellow Internet geeks, if anyone has ideas on how best to represent the following styles using 3e Martial Arts rules: Anti Terror Kampf Brazilian Jiu-Jitsu Combat SAMBO Krav Maga MCMAP S.C.A.R.S. Systema I am aware that many of them could be represented by the Military Hand-to-Hand style, with perhaps a little Fairbairn system thrown in, but I am looking for a little more detail than that. 4e suggestions are welcome as well, since converting should be a breeze and I will probably do it as soon as 4e Martial Arts comes out anyway. |
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FWIW, these made it into the MA4e draft:
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...these did not. Just so you know where to focus your most strenuous efforts. Hope that helps a bit. :D |
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Any chance of making a guess about stats for those styles that did NOT make it into the 4e draft? |
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I haven't done all that much research on them - I had problems finding a ready supply of unbiased material and people with personal experience, plus I already had a good supply of example military HTH styles. MCMAP was an easy sell, for example - ready access to printed materials, no less than 3 belt holders in the style - two of whom could literally demonstrate moves on me in person. So it is hard for me to hazard much of a conversion for them to either 3e or 4e because I just didn't do the homework on them. For System and Anti Terror Kampf it was hard for me to find much that didn't read like ad copy, too. Pile that on top of "No personal access to a stylist" and I couldn't justify the research time to find out the real bones of the system and what it would look like in 4e. |
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There should be some German military types here who can give us an idea of how ATK really works. S.C.A.R.S. is pretty dead in the water unless one of our regular posters happens to be a Navy SEAL. Systema is really something that GMs have to decide for themselves how effective it is. It would probably resemble SAMBO somewhat, have a wide selection of improvised weapons and be include many "excessive force" techniques and few soft ones. I'm going to have to come up with something on both SAMBO and Systema as one of my players wants his character to develop a more dangerous style of unarmed/improvised weapon combat and is looking to enter some kind of Spetznaz training to do it. |
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As no one seems to be biting, I'll have to risk trying doing one myself and see whether I can get any constructive criticism. I don't really have any specific knowledge of martial arts so the following is basically a WAG based on anecdotal evidence and seeing things on a phosphor screen.
Brazilian Jui-Jitsu Cost: 10/- Primary skills: Judo, Wrestling Secondary skills: Brawling Optional skills: Intimidation, Judo Sport, Tournament Law, Wrestling Sport Manoeuvres: Arm lock [2 points], Breakfall, Choke Hold [2 points], Ground Fighting [2 points] This represents a fairly hard, full-contact version of the sport. A softer, more sportsmanlike version might switch the Sport versions of Judo and Wrestling to Primary skills and drop Brawling. Commentary from people who actually practice this sport is welcome. Luther, this means you. |
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Okay, but can the system give a realistic representation of sumito? :D
-- Steve Perry fan Pragmatic |
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I seem to recall elements of the style being taken from Pentjak Silat, so that would be a good starting point. |
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It's a style based on movement and throws, with a little bit hard style in it. (Speaking as a complete novice; less than a novice, really.) There are some sort of psycho-mechanical hypnosis they're able to use, as well, though that's a bit cinematic. Here's the wiki: http://en.wikipedia.org/wiki/Sumito (And WOW, but a lot of places rip off from Wiki...) I mostly like it because it's based on movement and an accomplished practitioner seems to be dancing. Will the Martial Arts book make maneuvers worthwhile? As I understand it right now (as a GURPS collector, rather than player *sigh*), getting more than a few maneuvers isn't really worthwhile, as you can get a better deal by just improving the stat or the underlying skill. However, I like having the extra description of having a maneuver... |
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ATK Cost: 11/-
Primary Skills: Brawling, Judo Secondary Skills: Karate, Pressure Points Optional skills: Shortsword, Tonfa Manoeuvres: Arm Lock, Choke Hold, Disarming [2 points], Elbow Strike, Hit Location (Brawling) [2 points], Knee Strike That’s my take on it, but I’d welcome some input from those who actually know anything about it. |
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I find Pressure Points all but useless in combat, but many players want their characters to know the skill. In something like three years of playing in a campaign with heavy unarmed combat themes, not a single opponent has been neutralised by use of the skill. Arm locks, choke holds or strikes against vulnerable areas such as brain, neck or limbs are the usual fight-ending moves. A short lived partial paralysis IF the opponent fails a HT check is about as practical as a rubber chicken. The skill might be more useful if it allowed a "Vulcan nerve pinch" type knock-out move, but then it would probably be a lot less realistic. Learning ATK may or may not require an Unusual Background, but I think that depends on the individual GM's preference. |
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Systema Cost: 23/-
Primary skills: Brawling, Judo, Karate Secondary Skills: Knife and any three of the following Axe/Mace, Broadsword, Spear, Shield, Short Sword, Staff, Two-handed Axe/Mace, Whip Optional skills: Other weapons, Body Language, Scrounging, Wrestling Manoeuvres: Aggressive Parry, Arm Lock, Breakfall, Choke Hold, Close-combat (Knife), Disarming (Judo), Elbow Strike, Eye Gouging (Karate), Finger Lock, Ground Fighting (Judo), Head Butt, Head Lock, Hit Location (Brawling, Karate or Knife), Knee Strike, Neck Snap, Stamp Kick This version of Systema assumes that the various armed techniques taught by the Spetznaz are included and as it is presented here, most people would never master the style but instead only learn the basics (covered by Military Hand to Hand). |
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Hey Toadkiller. Any word on an eta for playtest?
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Could someone tell me how martial arts styles are priced, and any simple special rules which they used in 3e? I never got MA 3e, and plan to get MA 4e, but would understand if this is too much copyrighted material to give free.
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S.C.A.R.S. Cost: 6/-
Primary skills: Brawling Secondary skills: Karate Optional skills: None Manoeuvres: Aggressive Parry*, Elbow Strike, Hit Location (Brawling), Knee Strike, Riposte (Brawling) *Note, the style does not teach traditional blocks or parries and hence every parry using S.C.A.R.S. is automatically an Aggressive Parry. This costs no points. I am aware that the advertisements surrounding this style are mostly false and that the claims made by proponents are patently ridiculous. Nevertheless, the style was taught to BUD/S trainees at one point in the 80’s and that implies that there are at least some marginally useful techniques. This version of the style is presented as being more helpful than no training at all, but GMs are free to vary it for their campaigns. Any comments would be welcomed, especially from people with some martial arts experience. |
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Here is one I expect that at least some posters here know from personal experience. How ‘bout some comments?
MCMAP Cost: 11*/- Primary skills: Brawling, Judo, Spear Secondary skills: Knife, Karate Optional skills: Axe/Mace, Short sword, Staff, Tonfa Manoeuvres: Arm Lock, Breakfall, Disarming, Close-combat (Knife or Spear), Elbow Strike, Hit Location (Brawling or Spear), Knee Strike, Retain Weapon (Rifle) *If we assume 1/2 point levels for most average manuevers. |
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Do you really think MCMAP strikes and kicks are Brawling? I'd go for for Karate myself. Hit Location in 4e needs to specifiy both an attack and a location ie. Knee Strike(Groin) or Bayonet Thrust (Vitals). |
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Keep in mind, however, that this is in 3e terms, where it was often better to have a high level of Brawling skill and then just Karate at level 15 to add to damage. I wondered about Knee Strike and mostly left it out to avoid having all the combatives styles look alike. I will add it. Breakfall? Basic Judo skill is assumed to include training in that and only those styles that emphasise it heavily have it written as a seperate manuever in MA 3e. Are you sure? Retain Weapon (Rifle), I would consider very likely as a part of bayonet training. Retain Weapon (Pistol) was included to represent CQB training. If you think it is unwarranted, I'll drop it. And as for Hit Location, this is the 3e version of MCMAP. SJGames will include the style in 4e terms in the new Martial Arts book. |
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I'll add it if you insist. Sigh... ;) Quote:
Pistol stuff duly dropped. |
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Old Style Brazilian Jiu-Jitsu 10 points. Primary skills: Wrestling, Brawling. Secondary skills: Judo. Optional skills: Intimidation. Maneuvers: Arm lock, Choke Hold, Ground Fighting (Brawling), Ground Fighting (Wrestling) [2], Head Butt, Head Lock, Leg Grapple. This is the classic old style BJJ, as it was thought and fought in Rio's streets back in the old days. The emphasis is on achieving a superior position on the ground and striking the opponent, with punches, elbows and head butts. It's similar to today mixed martial arts styles, but more rough. There is some interesting footage in Gracie in Action tapes. Sport Brazilian Jiu-Jitsu 10 points. Primary skills: Judo Sport. Secondary skills: Wrestling Sport, Tournament Law (BJJ). Optional skills: Brawling. Maneuvers: Arm lock [2], Breakfall, Choke Hold [2], Ground Fighting (Judo) [2], Head Lock, Wrist Lock The split between vale tudo and sport oriented practitioners became serious in 70s when competitions got increasingly common. Later Carlson Jr. was very active in developing the system and new rules. This style is usually thought in modern academies, it rely heavily on guard work and submissions. Submission Wrestling 8 points. Primary skills: Wrestling Sport. Secondary skills: Judo Sport, Tournament Law (SW). Optional skills: Brawling. Maneuvers: Arm lock [2], Choke Hold, Ground Fighting (Wrestling) [2] Head Lock, Wrist Lock. Basically BJJ without the gi. Less grip means less technique, and in turn greater importance of strength and mass, less throws and more takedowns. Chokes are limited too, at least compared to BJJ and Judo. |
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Luther, this is great.
All that is missing is BJJ as a combative (stripped of all sporting elements and only focusing on hurting the opponent). I know that the US Special Forces and other special operation forces learn this and would be interested in seeing how you would stat a purely functional style based on BJJ. Wrestling is inferior to Judo in 3e rules, is it not? There is no reason ever to have both, is there? |
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Luther's version of Old-Style Brazilian Juijutsu ought to work well... perhaps a more modern grappling/groundfighting style incorporating Juijutsu elements might look like:
Combative Juijutsu Primary skills: Wrestling Secondary skills: Judo, Brawling Maneuvers: Arm lock, Choke Hold, Ground Fighting (Wrestling), Ground Fighting (Brawling), Head Lock, Leg Grapple. [note:] I make wrestling the primary skill here, because the style emphasises going to the ground with your opponent (which I see as GURPS Wrestling skill) rather than throwing your opponent to the ground while you remain upright (which I see as being more the province of GURPS Judo Skill). It's not a stand alone art... you'd probably want to train it in conjunction with Muay Thai, Kali (GURPS 3e Escrima), or Jun Fan (GURPS 3e Jeet Kune Do) or some form of upright military hand-to-hand. The thing to remember is that while Gracie Juijutsu is a very effective, very efficient style for groundfighting, it does not particularily emphasise upright fighting or speedy resoultion. A juijutsu fighter will usually be looking to take an opponent to the ground and force him to submit through manuvering and endurance. In a modern battlefield or street-fighting situation, there's often not much opportunity for one-on-one fighting, and going to the ground is not always a good idea. |
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The US Army learns moves from BJJ as well as more traditional military hand to hand. How would we write up their curriculum? I am reasonably sure that the Wrestling elements would be shorn from the style in favour of Judo (more efficient in game terms) and that Knife and Spear would feature as secondary skills. Disarm and Arm Lock would be emphasised, but since BJJ is specifically mentioned and not just any other variety of grappling, I presume that ground-fighting is taught extensively. |
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Around here (Germany) Systema definitely includes Whip as a Secondary Skill - not just the traditional nagaika (or nagayka) whip but also "normal" whips and improvised weapons like chains, a section of garden hose, etc. Also the Shield skill is sometimes taught in conjunction with the Broadsword skill (in Systema broadsword training often means training with a cavalry sabre, the shashka) http://en.wikipedia.org/wiki/Shashka http://en.wikipedia.org/wiki/Nagyka |
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All hand-to-hand unarmed combat is defined by the limits of human anatomy. Striking is bringing a hard part of your body against a vulerable part of theirs. This can be hard (strike bones or vulnerable squishy bits) or soft (cripple joints). Takedowns, throws, close-in work, and transitions work against balance. "Sweep the leg!" Grappling and ground fighting takes these principles and adds constant contact with a surface. But all are defined by human frailty and power, and so you can't necessarily look at a strike and say "Oh, that's clearly a Hwa Rang Do spear hand!" You could just as easily say "that spear hand technique was lifted from a greek vase thousands of years ago," and still be entirely correct. Just because a move looks BJJ-ish doens't necessarily make it BJJ. Or anything else. A lot of millitary training is not a martial art at all, but a short list of very effective fighting techniques. Just like the guy who won an all-comers sparring tournament with one single technique (a really fast reverse punch), you can do a lot with a handful of brutally efficient blows, takedowns, and submissions. You don't have a ton of time, in most cases, to turn soldiers into a Fighting Force of Incredible Magnitude. I do sorta wish GURPS had gone with some of the other breakdowns for 4e, like Punch, Kick, Takedown, Grapple, or any of the variants discussed in previous threads on this topic. Some of the similarities and differences between styles would have been more apparent. Ship's sailed, tho. :-) |
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Rorion and Royce Gracie has even trained Army Rangers from the 75th who then go on to become instructors. |
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Where you are, is Systema taught as a hobby with an emphasis on the historical roots, or is it taught as a self-defence method? |
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Douglas Cole:
I hear you and agree about the point of soldiers having to learn the most efficient and simple techniques if they are to be effective. That is one of the reasons Matt Larsen based his modern combatives style on BJJ. He felt that it was a style that worked in reality and if modified by people with actual combat experience, it should be very effective after only a short training period. |
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Striking arts are a bit different--you sort of have to deliver the actual beat down, which makes it hard to gauge their "real life" effectivenes without going all out and risking real life injury. I'm sure there are lots of people willing to do such, but at that level it's personality based, rather than strictly style based. Actually, backing up, a lot (most?) of it is probably still the fighter, rather than the style, unless the style is totally craptastic. |
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I agree one hundred percent that most of it is the fighter, not the style. However, such a view is kind of hard to represent in a role-playing game. The way my players deal with it is to choose a style for their PCs and then seek every opportunity to learn new styles and manouvres. They pick and choose mechanics from many styles, aiming for a perfect fit to their character and also what they perceive is most useful under GURPS rules. Currently, that means that one is a 3rd dan Hapkido master, one is a Praying Mantis Kung Fu practisioner who also trains extensively in improvised weaponry and has developed his own knife-fighting form and the last one started play having learnt Jujitsu/grappling in a police acedemy and on the street and then moved on to learn Army combative training, Muy Thai and Pakua (for meditative purposes and to try to get rid of the psychological damage his work inflicts). The one with least impressive credentials in martial arts (the former cop) is probably the one who does best in the field. The Kung Fu/Knife-fighter is a close second, probably because of his Unfazable advantage. He never loses his cool and he never flinches at inflicting pain on his opponent. |
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Well, yeah. :-) |
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I use frequent Will checks in combat to represent stress and adrenaline. Failures indicate tunnel vision, loss of fine motor control etc. I also require Will rolls when people are hurt, with a failure having adverse consequences such as trying to break contact. |
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Combat SAMBO Cost: 20/-
Primary skills: Brawling, Judo, Karate, Wrestling Secondary skills: Body Language, Style Analysis Optional skills: Judo Sport, Wrestling Sport Manoeuvres: Aggressive Parry, Arm lock, Breakfall, Choke Hold, Disarming, Elbow Strike, Eye Gouging, Finger Lock, Ground Fighting (Any primary skill), Head Butt, Head Lock, Hit Location (Brawling or Karate), Knee Strike, Neck Snap, Riposte (Any primary skill), Stamp Kick This is a purely martial version of the Russian martial art, focusing more on strikes than the sporting versions. No armed techniques are included in this write-up, but some practitioners are trained in the same weapons as included in the Systema style. |
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Krav Maga Cost: 15/-
Primary skills: Karate, Judo [2 points] Secondary skills: Body Language Optional skills: Brawling, Knife, Short sword, Tonfa Manoeuvres: Aggressive Parry, Arm lock, Choke Hold, Disarming [2 points], Elbow Strike, Head Butt, Head Lock, Hit Location (Karate) [2 points], Knee Strike, Riposte (Karate) [2 points], Stamp Kick This represents the combative version of Krav Maga; not any McDojo self-defence variants. Israeli commandoes also learn sentry-removal techniques, bayonet fighting and other elite military skills. |
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Did you think that thugs with horned helmets would break down your door if you took more than a couple of moments to answer? ;) What do you think of Combat SAMBO and Krav Maga, above? I am a bit worried that Systema and Combat SAMBO seem indisguishable apart from the armed elements, but I just don't know enough to differentiate. |
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For example, while TKD and Shotokan are easily distinguishable by looking at the details of how people do things (like walk, or throw certain kicks), in GURPS terms, both are probably Karate only (or nearly so) with many maneuvers in common, if not all of them. they're both linear striking arts. I imagine that a lot of the combatives, which will stress a mix of quick-n-dirty practicality and getting from distance to on-the-ground-and-broken-bad-guy, will look a lot alike in a low-ish resolution system. |
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A few random thoughts: Any system that models the reality of fights/combats will be heavy on perception and fright checks, with failures resulting in tunnel vision, getting blindsided, and (for fright checks) cowering, backing up, or going all-out-defensive as a reflex action. Even after four and a half years of martial arts training--sometimes five days a week--I sometimes have a hard time controlling the flinch reaction when someone tries to go upside my head. So, each turn somone attacks you, you'd need to roll at some penalty, which maybe could be bought off, or else have some sort of negative reaction. Unless you trained for it, you'd default to tunnel vision, rather than being aware of many opponents (this might actually be a nice distinguisher between certain one-on-one arts and those intended for use in a "field of battle" or "potentially multiple opponents" type of fight. |
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Thanks a bunch. |
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For the MCMAP as a Marine I wouldn't try to convert it as a style as it is more of a mix of Karate, Judo, Boxing and Groundfighting. This system is made to either take your oppent down with throws or using controling techniques or break bones and joints then finish the enemy off. Since they have "devloped" this program in the Marines they have changed the manuevers manytimes so each instructor has a diferant view and will teach diferant manuvers every time. This "form" is more of barfighting 101 than an actual style. I find the new MCMAP instrcutors funny sometimes when they think they have a black belt in a actual form of Martial Arts and now teachers of a form. The first instructor is a Green belt and takes about 3 months of training to meet the minuimn requirment to go to become a instructor and about 2 months of schooling to get the instructor title.
In all honestly this was devolped with the idea of the Korean Rock Marines in mind. Basicaly all the korean Marines had basic training as kids and teenagers in Tiawondo(sp) and when they joined the military they got more advance training in hand to hand combat. Since 1996 they have been revamping the Line training or hand to hand combat system for the Marines. The last system broke down the manuevers down to basic punches, kicks, throws, chokes,bone breaks and armbars. From there you would make you own combos to take out your enemy. MCMAP came along after that and made a "belt system" mixed with diferant views and discplines from Karete, Judo, Boxing and groundfighting which is still flawed. In short don't believe the hype on this system and work on actual styles that exist and have a well thought out system of teaching and training. |
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I'm afraid the answer is "both": several practioner's around here, including our main trainer, are policemen (various departments & ranks: drugs, street patrol, vice, etc.) - a fact that leads to a very pragmatic orientation with lots of self-defence and improvised weapon training, including combat and sd training in difficult everyday environments like on a staircase, in a car, in a room full of tables and chairs, etc. OTOH there are many russian immigrants living around here (e.g. the wife of our main trainer is from Russia - and though she's rather tiny she's a very active practioner) who like the historical side of Systema, especially the link to the martial training of the cozaks, thus the whip and broadsword training. But even the "historical" parts are always tested for practicality and "real-life" usefulness: the "combat" aspect is definitely seen as more important than the "historical reenactment" side of Systema. |
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It is intended to be learned quickly and be reasonably effective. No one is claiming that a couple of months of MCMAP training can make someone as proficient in martial arts as years of dedication in another art, but for the purpose which MCMAP is meant to be used there is no need for the student to know complex and difficult moves. The style is supposed to be about teaching simple and intuitive moves so that in the event of a hand-to-hand contact, the Marine has the confidence and ability to handle himself. Making Marines into mystical masters of the martial arts was never a part of the plan. Is there anything you would change of the list of manuevers? |
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Literature on the subject appears to vary but most sources agree that the arts are seperate and have been for some time, but that there were times when Spetnaz may have trained in elements of both. |
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Well for the "dumb" green belt instuctors they do believe themselves as mystical masters. For the actual instructors who have a martial arts background and have actual Black Belts in a actual form they are a challenge to spar with.
As for maunuevers are you asking about for the game or for the actual system? |
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There will always be people who believe that whatever they have learned (whether that be their collage degree or a martial arts style) is the sum total of useful knowledge in the world and therefore, anything they do not know is not worth knowing. That doesn't have anything to do with one particular form of fighting as much as it is a facet of human nature. |
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Go with basic Judo throw.
Blood Choke BasicArmbar Basic punch Basic kick Basic punch combo Leg Sweep but criples target becuase severed achiles tendon. Basic joint break Basic choke Basic block and counter Basic disarm basic weapon improvision ie tent pole, shovel, helmet Basic dodge vrs armed and unarmed enemies basic knife Basic body hardening basic knee and elbow strikes Basic groundfighting and basic counters to all these manuvers this would be the first belt of training |
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AFAIK *today* Combat Sambo is a competitive sport form with locks, holds, throws, kicks & punches - no weapon training, no historical aspect. There's also Sambo Wrestling (sport form with throws, locks, holds) and Sambo self-defense. Originally, right after WWII, Anatolij Harlapijew had separated Sambo into two distinct types: the sports-orientated Sambo Wrestling (rus. "bor’ba sambo") which served as base for the whole discipline, and Combat Sambo (rus. "bojewoje sambo") which should become the foundation for police and military hth training in Soviet Russia. Can you read German? In this case you should have a look at this site: http://www.rma-systema.de |
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That's my point, really. It's difficult to control for some people--I might hazard MOST people, and it takes a lot of time and discipline to NOT look away. |
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Combat SAMBO today is still supposed to be taught as a combative, as well as a competitive sport. I am aware that most versions of it would teach Wrestling Sport and Judo Sport, but the style I attempted to stat out here was one likely to be known by a former Spetznaz trooper. If you look at my stats above for Systema and Combat SAMBO, is there anything that should be changed? |
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You're forgetting all the bayonet, knife, and weapon of opportunity stuff. |
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Have any ideas about how 4e would do it? |
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Here is a collected list of the styles I set out to stat in 3e terms. Comments requested and anyone wanting to convert this to 4e would be welcome.
ATK Cost: 11/- Primary skills: Brawling, Judo Secondary skills: Karate, Pressure Points Optional skills: Shortsword, Tonfa Manoeuvres: Arm Lock, Choke Hold, Disarming [2 points], Elbow Strike, Hit Location (Brawling) [2 points], Knee Strike The hand-to-hand style used by the German GSG-9 is a fairly typical combative art in that it utilises the natural reflexes of the body and is meant to be learnt quickly by a person whose primary focus is armed combat. This style features fairly extensive training in vulnerable points of the human body, represented here by the quasi-cinematic Pressure Points skill. GMs disliking that skill are free to drop it from the write-up. Brazilian Jiu-Jitsu Cost: 11/- Primary skills: Judo, Wrestling Secondary skills: Brawling Optional skills: Intimidation, Judo Sport, Tournament Law, Wrestling Sport Manoeuvres: Arm lock [2 points], Breakfall, Choke Hold [2 points], Ground Fighting [2 points], Head lock This represents a fairly hard, full-contact version of the sport. A softer, more sportsmanlike version might switch the Sport versions of Judo and Wrestling to Primary skills and drop Brawling. US Army personnel might learn this version with the addition of Knife and Bayonet training. Combat SAMBO Cost: 19/- Primary skills: Brawling, Judo, Wrestling Secondary skills: Body Language, Karate Optional skills: Judo Sport, Wrestling Sport Manoeuvres: Aggressive Parry, Arm lock, Breakfall, Choke Hold, Disarming, Elbow Strike, Eye Gouging, Finger Lock, Ground Fighting (Any primary skill), Head Butt, Head Lock, Hit Location (Brawling or Karate), Knee Strike, Neck Snap, Riposte (Any primary skill), Stamp Kick This is a purely martial version of the Russian grappling martial art, focusing more on strikes than the sporting versions. No armed techniques are included in this write-up, but some practitioners are trained in the same weapons as included in the Systema style. Krav Maga Cost: 15/- Primary skills: Karate, Judo [2 points] Secondary skills: Body Language Optional skills: Brawling, Knife, Short sword, Tonfa Manoeuvres: Aggressive Parry, Arm lock, Choke Hold, Disarming [2 points], Elbow Strike, Head Butt, Head Lock, Hit Location (Karate) [2 points], Knee Strike, Riposte (Karate) [2 points], Stamp Kick This represents the combative version of Krav Maga; not any McDojo self-defence variants. It is extremely effective and brutal, being a composite of several other hard martial art styles as well as teaching joint-breaking moves and takedowns. Israeli commandoes also learn sentry-removal techniques, bayonet fighting and other elite military skills. MCMAP Cost: 12*/- Primary skills: Brawling, Judo, Spear Secondary skills: Knife, Karate Optional skills: Axe/Mace, Short sword, Staff, Tonfa Manoeuvres: Arm Lock, Breakfall, Disarming, Close-combat (Knife or Spear), Elbow Strike, Hit Location (Brawling or Spear), Knee Strike, Retain Weapon (Rifle), Stamp Kick *If we assume 1/2 point levels for most average manoeuvres. The successor to the LINE system was developed in response to a perceived need for a variable lethality combative style. With the increased focus by the US armed forces on counter-insurgency, operations-other-than war and the need to deal with civilians in the theatres of war; it was felt that Marines needed to be better able to subdue people without killing them. The style also teaches lethal strikes, joint-breaking grapples and even sentry-removal techniques. It also includes bayonet training, mostly for morale purposes and to develop a “killer mentality”. Old Style Brazilian Jiu-Jitsu Cost: 10/-.* Primary skills: Wrestling, Brawling. Secondary skills: Judo. Optional skills: Intimidation. Manoeuvres: Arm lock, Choke Hold, Elbow Strike, Ground Fighting (Brawling), Ground Fighting (Wrestling) [2], Head Butt, Head Lock This is the classic old style BJJ, as it was taught and fought in Rio's streets back in the old days. The emphasis is on achieving a superior position on the ground and striking the opponent, with punches, elbows and head butts. It's similar to today's mixed martial arts styles, but rougher. There is some interesting footage in Gracie in Action tapes. *Luther’s work. I removed the Leg Grapple manoeuvre as GURPS rules state that it cannot be improved. S.C.A.R.S. Cost: 6/- Primary skills: Brawling Secondary skills: Karate Optional skills: None Manoeuvres: Aggressive Parry*, Elbow Strike, Hit Location (Brawling), Knee Strike, Riposte (Brawling) *Note, the style does not teach traditional blocks or parries and hence every parry using S.C.A.R.S. is automatically an Aggressive Parry manoeuvre at the normal default. This costs no points. At it's core, this style seems to be an aggressive striking combative style, developed for military and self-defence applications. The advertisements surrounding this style are mostly false and the claims made by proponents are patently ridiculous. It is not the "Secret Art of Killing, taught only to Navy SEALs"(TM) Nevertheless, the style was taught to BUD/S trainees at one point in the 80’s and that implies that there are at least some marginally useful techniques. This version of the style is presented as being more helpful than no training at all, but GMs are free to vary it for their campaigns. Sport Brazilian Jiu-Jitsu Cost: 10/-* Primary skills: Judo Sport. Secondary skills: Wrestling Sport, Tournament Law (BJJ). Optional skills: Brawling. Manoeuvres: Arm lock [2], Breakfall, Choke Hold [2], Ground Fighting (Judo) [2], Head Lock The split between vale tudo and sport oriented practitioners became serious in 70s when competitions got increasingly common. Later Carlson Jr. was very active in developing the system and new rules. This style is usually taught in modern academies, it relies heavily on guard work and submissions. *Credit goes to Luther. I removed the Wrist lock technique as Arm lock includes the ability to Wrist lock in GURPS. Submission Wrestling Cost: 7/-* Primary skills: Wrestling Sport. Secondary skills: Judo Sport, Tournament Law (SW). Optional skills: Brawling. Manoeuvres: Arm lock [2], Choke Hold, Ground Fighting (Wrestling) [2] Head Lock Basically BJJ without the gi. Less grip means less technique, and in turn greater importance of strength and mass, less throws and more takedowns. Chokes are limited too, at least compared to BJJ and Judo. *Credit goes to Luther. I removed the Wrist lock technique as Arm lock includes the ability to Wrist lock in GURPS. Systema Cost: 23/- Primary skills: Brawling, Judo, Karate Secondary Skills: Knife and any three of the following Axe/Mace, Broadsword, Spear, Shield, Short Sword, Staff, Two-handed Axe/Mace, Whip Optional skills: Other weapons, Body Language, Scrounging, Wrestling Manoeuvres: Aggressive Parry, Arm Lock, Breakfall, Choke Hold, Close-combat (Knife), Disarming (Judo), Elbow Strike, Eye Gouging (Karate), Finger Lock, Ground Fighting (Judo), Head Butt, Head Lock, Hit Location (Brawling, Karate or Knife), Knee Strike, Neck Snap, Stamp Kick Systema is a style used by Russian special forces and is reported to be very effective. It is not a philosophical or competitive art and the focus is strictly on harming the opponent and ending the fight. This version of Systema assumes that the various armed techniques taught by the Spetznaz are included and as it is presented here, most people would never master the style but instead only learn the basics (covered by Military Hand to Hand). |
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Waiting is definately not one of my favourite activities. ;) |
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Like I said diferant instructors teach diferant things and Quantico cant seem to make up thier mind on what they want to teach Marines at what belt level. I leraned stuff that you have to be a green belt or grey belt to learn now so to me it dont matter I am not familar with the system so ts hard to suggest what would work best. |
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Ever seen a real Fist of Death or Seven Star Mantis Style Claw? You should. |
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That sounds reasonable and that implies that the move could be simulated either by just the Karate skill or the Stamp kick technique. |
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