3.2.2.2 Martial Kick [A/R/F]

This maneuver covers a range of martial arts attacks such as front kicks, side kicks, back kicks, flying kicks and kicks from prone. Essentially, the character aims an attack with his foot or knee at a target.

The attack is carried out from an adjacent hex either with the character stationery (like a Stand and Attack maneuver) or with the character delivering a flying kick by moving into the adjacent hex as part of the maneuver (like an Advance and Attack maneuver). Unlike a normal Stand and Attack maneuver, a character can deliver a Martial Kick at a target in an adjacent hex behind him/her (a back kick).

The character carrying out the Martial Kick maneuver may optionally turn 60 degrees at the start of the maneuver.

Martial Kick
Martial kick can be done forwards or backwards and combined with an advance

Once any reactions to the attack have been declared, dice rolls are made to determine whether the attack hits the target.

The "weapon" attack modifier for a Martial Kick is +1, regardless of whether the kick is made advancing or stationery. In addition, (because the Martial Kick attack dice roll is a dice roll involving Martial Arts skill and the CO characteristic), the modifier to CO for encumbrance is doubled.

If the character successfully delivers a Martial Kick, he/she makes a damage dice roll to determine how much damage the target takes. The "weapon" damage rating for a Martial Kick is 6 and the damage type is Blunt.

The kicking character may also take damage from a successful Martial Kick if he/she kicks an armoured target. The kicking character is treated as having being hit on the foot by a blunt blow with basic damage equal to the target's damage resistance less the kicking character's Martial Arts skill score. For example, Chu who has a ST of +2 and a Martial Arts skill score of 4 (with a +1 specialism in Martial Kick) and is barefoot successfully hits Urlik (who has a ST of +2 and is wearing light mail (protection value 6), giving him a damage resistance of 8) with a Martial Kick. The impact of the Martial Kick on Chu's foot is sufficient to cause him a wound based on a basic damage of 3 (Urlik's damage resistance of 8 less Chu's Martial Arts skill of 5 with the Martial Kick). Chu's own damage resistance on his foot is 2, so, unless Chu soaks, the impact of the Kick will cause a Scratch (bruise) to his foot. Next time, Chu will think about kicking Urlik somewhere less well protected (and hard!).

As a reaction: A non-phasing character can carry out a Martial Kick as a reaction to an opponent moving into one of the target hexes, for example as a result of a move, jump back, side-step or parry action/reaction. This represents the character being set and waiting for the opponent. The character cannot carry out a Martial Kick as a reaction if the opponent was already adjacent to the character at the start of the opponent's action/reaction.

If a non-phasing character declares a Martial Kick reaction to an opponent's attack (i.e. if they advance and attack him/her), both characters carry out their attack dice rolls but no defence dice rolls are made (and hence no defensive reactions help); the character with the higher attack dice roll result strikes the opponent and the other character misses - if both attack dice roll results are equal, both attacks hit their targets simultaneously.


As a follow-on: A Martial Kick may be executed as a follow-on after a successful Block, Forearm Block, Side-step Dodge, Drop Dodge, Leg Sweep or Arm Grab maneuver.

If a character successfully side-steps or drop dodges an incoming attack, he/she can carry out a Martial Kick action as a follow-on to the successful side-step. The opponent may use the original attacking weapon (or any other ready weapon) to block or parry this follow-on attack.

If a character successfully blocks or forearm blocks an incoming attack, he/she can always use a Martial Kick as a second weapon and exploit the situation while his/her blocking weapon is temporarily locked with the opponent's attacking weapon or forearm. In this case, he/she can carry out a Martial Kick action as a follow-on to the successful block. This represents attacking while the blocking weapon and the opponent's weapon are locked. The opponent may not use the original attacking weapon to block or parry this follow-on attack (since it is still locked with the blocking weapon or forearm).

Similarly, if a character successfully Arm Grabs an opponent, the character can follow up with a Martial Kick and the opponent cannot attempt to block or parry the attack with the grabbed arm.


Finally, a character can follow up a successful Leg Sweep with a Martial Kick, kicking the now prone opponent.

Following up from a Martial Kick: If the character is successful with the Martial Kick, he/she may follow up with a Leg Sweep maneuver.

Action point cost: A Martial Kick action, reaction or follow-on uses two action points.

A mounted character can carry out a Martial Kick action/reaction, but the hexes into which he/she can strike are different, and he/she will suffer a penalty of -2 on the attack dice roll for being mounted.