| Technique | Level | Rolls | Basic difficulty | Pre-requisits | Description |
| Punch | (automatic) | Brawling+MA | None | None | A basic punch. Having the advantage of high class Martial Arts training the punch has better precision than a normal punch. Due to this increase in precision, decrease the additional difficulty from called shots with 1D. I.e, on 10-50cm: +0D, 1-10cm: +3D, > 1cm: +7D |
| Kick | (automatic) | Brawling+MA | None | None | Works just like the Punch technique, but also does +1D additional damage. |
| Parry | (automatic) | Brawling+MA | None | None | Basic parrying of opposing brawling/unarmed martial arts attacks. |
| Grapple | (automatic) | Brawling+MA | None | None | If successful, the opponent is gripped by the character. This is a pre-requisit to be able to later throw the character, or get the opponent into a lock. When gripped, the grappler gains a +2D to hit bonus on the gripped character and on initiative against the gripped character only! The gripped character can break free by doing an opposed STR check. |
| Feint | 2 | Knowledge+MA,Attack-roll | None | None | This skill allows the attacker to try to feint the opponent. First roll an opposing roll, Knowledge+MA for the attacker, Perception+MA for the defender. If the attacker wins, he can make a free attack directly, with a +3D bonus to hit. If the defender wins he get's a +3D bonus to defend. |
| Sweep | 2 | Brawling+MA | None | None | If successful (winning an opposed check against the opponents Brawling+MA), the opponents legs are sweeped and the opponent crashes to the ground and falls prone for the rest of the round (unless having counter-techniques). The opponent takes STR+1 in damage. |
| Cushion Fall | 2 | Brawling+MA | None | None | This skill is used to cushion the damage taken from a fall, like after being thrown or swept. The basic difficulty is Moderate, and will decrease damage taken with 1D. Difficult will decrease damage with 2D, and allow the thrown character to retain his/her actions. Every +10 to the result subtracts another 1D of damage, down to no damage at all. |
| Quick Recovery | 2 | Brawling+MA | None | None | This skill is used to quickly (as reaction skill) get back on ones feet after beeing thrown, or swept, or otherwise pushed to the ground. The difficulty is Easy, increase one level for each level of injury, i.e, Wounded: Moderate, Wounded twice: difficult, all other impossible. |
| Simple Throw | 2 | Brawling+MA | None | Grappling | If the character has successfully gripped an opponent, he can try to throw him. If he beats the opponents Brawling+MA roll, the opponent is thrown and falls prone up to 1m from the throwing character. The trhwon character looses all remaining actions for that round (unless he possesses counter techniques) and takes (attackers)STR+1D damage |
| Iniative | 3 | Automatic | None | None | Gives a +2D bonus on initative rolls when facing opponents in a fisticuff. Obviously does not help when facing opponents armed with blasters. Improved initative (level 5 skill) gives +4D bonus, and can be used against melee-using opponents. |
| Advanced Punch | 3 | Brawling+MA | Moderate | None | A more advanced, and stylish version of the basic Punch tecnique. Does not improve precision, but does +2 extra damage. This technique can be used with elbows, fists, open hands, palms, etc. If the character misses the basic difficulty, the miss throws him off balance, making him loose his nect action, and to get -1D on all subsequent actions for that round. |
| Advanced Kick | 3 | Brawling+MA | Moderate | None | As with Advanced Punch, this is a more elaborate version of the basic basic kick. It does not give any higher precision, but damage increases with another 1D (giving STR+2D as total damage for the kick). As with Advanced punch, this can be used with feets and knees equally well, and a missed basic difficulty throws the character of blanace, making him loose the 2 next actions, as well to give -2D on all subsequent actions for that round. |
| Defensive Posture | 3 | Nonde | None | None | This technique is basically a defensive "attitude". In the beginning of the round, a character with this technique may announce his intention of going into Defensive Posture. This means that the character during the entire round, will do NOTHING but defend. The character will get +2D to all (defensive) manouvers, and may roll a defense roll against ALL incoming attacks (with subsequent -1D for additional actions) is he so whishes. |
| Offensive Posture | 3 | None | None | None | This technique is the exact opposite of Defensive Posture. It's use must be declared first thing in the round. The character will gain +2D on initative AND attack manouvers. The character can do nothing but attacking, not even use reaction skills. |
| High Precision Punch | 4 | Brawling+MA | Moderate | Advanced Punch | This version of Punch allows the character to take careful aim, negating up to 4D of penalty for taking called shots, meaning that aiming at anything from 1cm up to 50cm carries NO penalties (aiming for somethin less than 1cm still gives -4D penalty). However, due to the high precision of this technique, the damage dealt suffers a -2 penalty (STR-2, minimum 1). If the base difficulty is missed the attack deals even less damage (STR-(1D+2)). This technique can be used to take shots at glitches in armour for instance. |
| High Precision kick | 4 | Brawling+MA | Moderate | Advanced Kick | This is the Kick version of Precision Punch. The difference lies in damage penalties, a successful use gives STR damage (I.e, -1D from normal kick damagae), and STR-1D for non-successful use. |
| Advanced Parry | 4 | Brawling+MA | None | None | As normal parry, but can now be used to parry melee attacks as well. Against oponents with NO martial arts skill, a +2D bonus is recieved at the parry. |
| Lock | 5 | Brawling+MA | Moderate | This is a follow-up technique after a successful grapple has been made. This will force your opponent into a painful lock (wrist lock or similar). To get free, an opposed STR-check must be made. The locker get's a +2D bonus to retain the lock. An additional +1D bonus on initative/atttacK/defense rolls (stacks with the bonus from gripped) is awarded the holder of the lock. However, if the character fails the basic roll, the person grapped will get a +3D bonus to his strength check to break free. | |
| Power Punch | 5 | Brawling+MA | None | Advanced Punch | This punch sacrifices precision for power. The user can subtract as many dices from his Brawling+MA roll as he has dies in MA and put them on damage instead. The basic damage for the punch is STR+1D. For instance, a character with Brawling: 5D+2, and MA: 4D+1, can add anything from +1D to +4D in damage to the punch, with the sacrifice that the attack roll will siffer as many dies in extra penalty. If picking a +4D punch, the character would roll 6D (5D+2 and +1 from MA for a toal of 6D), but do a whooping STR+5D in damage! Due to the intense energy released into the kick, the character will get a penalty on initative the next round equal to the number of dies subtracted from MA. |
| Power Kick | 5 | Brawling+MA | None | Advanced Kick | This is basically the same as Power Punch. Same rules apply, except that the basic damage is STR+2D, and you get 1D+1 extra damage for each D taken from MA at attack roll. |
| Improved Initative | 6 | None | None | Iniative | A more elaborate version of the Iniative technique. When facing unarmed opponents the user will get a +4D iniative bonus. When facing opponents wielding melee weapons, or ramged weapons, a +2D initiative bonus is yielded, giving the user a small chance to run up to his opponent and kick the shit out of them before they make him/her eat blaster energy. |
| Advanced Throw | 6 | Brawling+MA | None | Simple Throw | A more elaborate throwing technique than the Simple Throw. The character to be thrown must still be gripped, but can now be thrown up to STR D meters, in a direction chosen by the thrower (i.e, be thrown over cliffs, at sharp-edged furniture and other thigns that may increase damage). The basic damage to the thrown character is STR+3D, and a Cushion Fall attempt will recieve a +15 difficulty penalty. |
| Sweeping Kick | 7 | Brawling+MA | Difficult | None | This skill will allow the character to spin around in
a circle, kicking at multiple targets within one action. A roll must
be done for each target, for each "new" target add a -2D penalty. Up
to 6 people can be kicked in this way, and it is all done in one
action (thus, if you go first, you kan attack 6 targets, if in reach,
in your first action without any opponents getting any interveaning
actions). Using this technique only counts as one action when
calculating multiple-actions penalties. Due to the nature of the attack, the damage to the first opponent is STR+2D, and for each subsequent opponent struck, subtract 1 from damage, minimum +1 n damage. If one of the strikes fails to meet the basic difficulty, the character seriously looses his balance, and looses ALL subsequent actions, plus get a -4D penalty on all reaction skills for that round, and -2D penalty on initiative the round after. |
| Nerve Punch | 9 | Brawling+MA | Heroic | High Precision Punch | This is a punch directed at sensitive spots on the opponents body (Dim Mak, Vulcan Death Grip, whatever you want to call it). The opponent must be unarmed, or the user must have made a Difficult PER check to find a suitable "weak spot" in the armour. If the attack is successful AND higher than the Basic Difficulty, roll STR+1D in damage. If a result of Wounded or higher is recieved the user is unconscious for 10D minutes. If a result of Incapacitated or higher is recieved the attacker can opt to make the attack a killing attack. |
| Blind Fighting | 9 | Perception+MA | Heroic | None | This technique allows the character to fight in
complete darkness using his/her other senses to guide them (smell,
hearing, touch, etc). The technique needs only be activated once for a
fightm and counts as an action. If the roll is higher than the basic
difficulty, the character can ignore all penalties for lkow
visibility. Character with enhanced senses (Heightened smelling capacity of the average ewok) may add those bonuses to the technique check. |
| Technique | Level | Rolls | Basic difficulty | Pre-requisits | Description |
| Slash | (Automatic) | Melee+MA | None | None | Basic slashing strike with a weapon, does not nescessarily need to be done with a sword or knife. This technique yields a bit lower precision than a normal attack (-1D to hit), but a higher damage (+1D, even if over max damage, see example). |
| Thrust | (Automatic) | Melee+MA | None | None | Basic thrusting strike with a weapon. This technique yields a bit higher precision than a normal attack (+1D to hit), but a lower damage (-1D, never lower than +1) |
| Parry | (Automatic) | Melee+MA | None | None | Basic parrying technique of opposing melee/Armed Martial Arts attacks. |