Grapple commands
  • 12 Sep 2023
  • 3 Minutes to read
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Grapple commands

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Article summary

Once the helot successfully Grapples an opponent, you have a lot of command options, each with their own damages, effects, and Action Point Costs.

IMPORTANT NOTE:

An opposing helot remains grappled until performing a successful Liberate. Failing the following Grapple Commands does not Liberate the defending helot unless explicitly stated.

IMPORTANT NOTE:

The Grappling helot may "Let Go" and end the grapple at zero (0) AP cost. This cannot be used to avoid the consequences of dragging an opponent into a hazard.

Clinch

Description: Order your helot to tie up its opponent and recuperate some energy at the cost of the crowd’s wrath.
Position: This command is only available if the helot is either grappled or grappling.
Damages: None; Your helot recovers (1) Overall Condition by pulling (1) Cred Coin from your Player Cred Pile.
Cost: (1) APC and (1) Cred Coin to be transferred from your Cred Pile to your helot’s Overall Condition counter.
Success Result: Your helot recovers (1) Overall Condition and there is no change to Grappled status.
SDS Bonus or Penalty: Automatic Success

IMPORTANT NOTE:

If you have no cred available in your cred pile your helot cannot Clinch.

Drag

Description: Instruct your helot to transport the opponent to a less desirable location against its will.
Position: This command is only available if the opposing helot is grappled by the attacking helot.
Damages: None.
Cost: Normal Movement Point Cost with no Action Point Cost.
SDS Bonus or Penalty: None. Roll for each movement command.
Success Result: The opposing helot is placed in its new location, keeping its FFD relative to the attacker, and remaining Grappled.
Failure Repercussions: None; The opposing helot remains grappled and both helots remain in the same position.

IMPORTANT NOTE:

Dragging an opponent into a hazard requires a d6 roll of 4+ to prevent your helot from being pulled into the hazard with them. If pulled in, resolve the opposing helot’s position first. Also note that if pulled in, the opponent receives your first instance of damage to their Player Cred Pile as they have forcibly relocated your helot into a hazard against it’s will.

ANOTHER IMPORTANT NOTE:

You cannot drag your opponent through a hazard. If rotation carries an opponent through a hazard, the opponent was carried over it and suffers no ill effects.

YET ANOTHER IMPORTANT NOTE:

Blood Tiles have no effect on Grappled or Grappling helots. However, if either helot is located in a Guts Tile the normal movement penalties apply. This includes the Liberate action.

Throw

Description: Command your helot to pick an opposing helot up and toss it to a new, likely unpleasant, location.
Position: This command is only available if the opposing helot is grappled by the attacking helot.
Damages: None.
Cost: (2) APC per square, with the origin being the Grappled opponent's square.
SDS Bonus or Penalty: -SDS
Success Result: The opposing helot is placed prone in its new location, no longer grappled, and keeping its original FFD.
Failure Repercussions: The opposing helot is no longer grappled.

IMPORTANT NOTE:

Throwing an opposing helot into a Spike Trap or Floor Saw is the only way to ensure there is no chance of your helot being pulled in with it.

Takedown

Description: Command your helot to throw its opponent to the ground with tremendous force.
Position: This command is only available if the opposing helot is grappled by the attacking helot.
Damages: The opponent’s Overall Condition as well as a Random d6 Body Location. After rolling a successful attack and calculating damage amount, roll a d6 to determine what Body Location to apply the damage to.
Cost: (1) APC
SDS Bonus or Penalty: +SDS
Success Result: The opposing helot is placed prone, no longer grappled, and keeping its original FFD.
Failure Repercussions: None; The opposing helot remains grappled and both helots remain in the same position.

IMPORTANT NOTE:

After a successful takedown, your helot will immediately receive its (2) AP bonus against a prone opponent. However, this bonus can only occure once per Command Cycle regardless of how many times you Grapple and render your opponent Prone again.

Crush

Description: Instruct your helot to squeeze the life out of their opponent.
Position: This command is only available if the opposing helot is grappled by the attacking helot.
Damages: The opponent’s Overall Condition.
Cost: (1) APC
SDS Bonus or Penalty: None.
Success Result: The opposing helot takes Overall Condition damage.
Failure Repercussions: None; The opposing helot remains grappled and both helots remain in the same position.


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