
EDITORS NOTE: The author of this piece is not a boxer. So please forgive and overlook all “Technical” errors. These are just rules and guidelines for the roleplaying game.
Boxing is another specialization of the Brawling skill. Unfortunately, its not been explored in the West End games source material for maneuvers and “techniques” the way that Martial Arts was so well done in the Spec Forces handbook. Here are some things we came up with here at Raptor Squad to use boxing as a form of hand-to-hand combat.
Shockboxing is a popular sport around the galaxy and there are many sentients out there that either grew up in Gyms or weren’t successful and had to move on to other careers. Bodyguards or enforcers could be former boxers. Security personnel could also be former boxers or have taken lessons as a youth. Indeed many planetary security forces could use boxing as not only a conditioning program, but also as personal hand-to-hand combat training. Here are some moves and ideas to give boxing a little more life in the game context and make it more distinct than just brawling.
Boxing Moves
Boxing is a disciplined style of fighting that teaches body movement and control. Defense as well as offense. It teaches how to read an opponent, find weak spots and attack them. Brawling is just that..brawling. Broken bottles and two drunken guys trying to pull each other shirts over their heads to wail the other in the head. Not very pretty and not disciplined at all. Here are some moves that can be learned and used by the character that chooses to specialize in the boxing skill. It should be noted that as with Martial Arts, the skill specialization of boxing is used for parries as well as attacks. I.e. The boxing skill codes is the attack and parry d code.
- Bob and Weave.
Diff.: Opposed (Must be declared.) Although this is a parry roll, due to its complexity and calculated nature it cannot be added as a reaction The boxer moves and faints in an attempt to draw opponent into a rushed off balance attack. If parry roll is greater than attack roll by 15 or more, the defending boxer can make one free attack at no MA penalty.
[Example: Dorius is a former boxer. He is facing a gang enforcer (GE) in a hand-to-hand fight. Dorius moves and weaves in a circle around the GE baiting him by lowering his hands or exposing his head, but all in a controlled manner. The GE takes the bait and swings wildly trying to catch Dorius on the chin. The GE rolls a 9 Dorius balanced and ready for the attack moves and is able to wave off the attack rolling a 25. Since his parry is more 16 more than the attack roll, Dorius is able to come up with a hook to the midsection of the GE scoring a solid hit.]
-Body Cover.
Diff.: 20--Not a parry a separate roll.
Ducking the head and pulling the arms in, the boxer can cover and protect vital areas. If successful, brawling damage is halved. Normally used with a parry or a bob and weave. Sometimes used to allow an attacker in, lulling them to close in with the boxer.
[Example: Dorius is still fighting the gang enforcer (GE). After the sold punch to the ribs the GE is stepping back. Trying to move away from Dorius, Dorius steps in closer. Covering his head and ribs with a body cover. He rolls a 22 on his boxing skill. Successfully covering. The GE wants to take advantage of this and moves in flailing his arms. The GE rolls a 17 to hit and Dorius rolls a 15 on his parry roll. But since the body cover was successful prior to the attack the damage is halved.]
-Punches.
Just the basics here. Right and Left; jab, cross, overhand, hook, uppercut. All punches are STR+1d damage, except jabs, which are STR. +1
Combinations:
A series of multiple punches and /or jabs thrown in rapid succession to increase effect on opponent. Combinations have to be set up or used on a target unable or too slow to defend. A successful combo does STR+2d damage NO matter the number of punches. A successful set up allows the boxer to make one roll for three or four punches.
[Example: Dorius throws a jab and connects with the GE rolling a 28. The GE had rolled a 12 on his attempted parry roll. Since the jab total doubles the GE parry roll, Dorius can follow it up with a combination. Using his last two actions in the round, Dorius immediately attacks with a three-punch combination (R. hook, R. hook, R uppercut) rolling a 28 to hit. Dazed the GE takes the Str. +1 damaged from the jab, as well as the STR+2d from the combination.]
-Setups for Combos.
-First attack in a surprise setting.
- A jab attack that doubles the opponents parry roll. Boxer must have declared at least one action remaining after the successful jab and follow jab immediately with a combo. This would use all the remaining actions for the round.
-Outright declare use of a combo. Must defeat opponent total by 15 or more or calculated as one punch landing. Considered two actions in this case whether successful or not.