I really should have made this post a long time ago. Really feel the need to now just to let folks know what Kayleb was up to during the last game. Normally combat is pretty much a " roll to hit " then " roll for damage " affair. I was hoping to get into something a little more interesting so a while back I started working up Kayleb's Melee (Unarmed Combat) skill hoping to become a little better at Grappling. The cool thing about Mongoose Traveller's grappling rules is that they move you out of the " roll to hit " then " roll for damage " show. Instead, combat becomes an opposed skill check between the two characters grappling. The awesome things about grappling are: It's a bit easier to be effective. Instead of needing to roll 8+ you just have to beat your opponent's Melee (Unarmed Combat) skill check. You get to do cool, interesting and sometimes brutal things to your opponent. Battledress may stop bullets, but it doesn't save you from being thrown off a cliff! It's great for teamwork. One can pin a guy to the ground while the other can wail on him! You can negate your opponent's strengths and emphasis your own. That PGMP armed goon in battledress can't annihilate anyone with that PGMP if he's busy wrestling someone (the STR bonus from battledress does give him a bit of an advantage in a grapple though). The dark side of grappling however: The risk. If you botch your roll, or if your opponent rolls well, he gets to do something nasty to you instead! "Missing" can have serious consequences. And you don't always know how combat effective your opponent is. He could be a ninja-judo-greco-roman wrestling champion for all you know! And if he is you're day is about to get ruined. If you don't have the teamwork thing happening you may end up in a drawn out wrestling match. Sometimes it's better to be in there doing damage rather than just getting grabby with people. You can't do anything else once you're in a grapple. You can only do grapply things. Here are the actual rules for Grappling ( from page 46 of the Core Rulebook ): Grappling A character can attempt to wrestle or grab another person instead of hitting him. The attacker must move to Personal range and beat his target in an opposed Melee (unarmed) check. If he wins, he may do any one of the following: • Knock his opponent prone. • Disarm his opponent. If he succeeds by 6+ he can take the weapon away; otherwise it ends up on the floor. • Throw his opponent up to three metres for 1d6 damage. • Inflict damage equal to 2 + the Effect. • Escape the grapple and move away (as if with a normal movement action). • Continue the grapple with no other effects. • Drag his opponent up to three metres. Throwing an opponent always ends the grapple. With any other option the winner can choose to end or continue the grapple as he sees fit. A character in a grapple cannot move or do anything other than make opposed Melee checks. Each time an opposed check is made the winner can choose an option from the above list. So in the last game, Kayleb charged in and ( luckily ) managed to win the opposed check. Kayleb knocked "Vargr 2" prone because I figured that would be better for everyone. Being prone is a pretty bad position to be in if folks are on top of you. A prone character cannot make melee attacks or dodge . He may make improved use of cover like a crouching character and he may still parry melee attacks. All ranged attacks targeting him suffer a –2 DM penalty. At Close range, the penalty is reduced to +0; a prone character being attacked at Personal range grants a +2 DM to attacks against him. So at the moment it's a win for us because Vargr 2 can't chop us with his cyber claws. Kayleb has wrestled him into a position where that's not an option for him at the moment. The only thing V2 can do is wrestle. Getting into "Personal" ( 0-1m - in the same square ) range to get that +2 DM to hit may get awkward. Let's just say Jeff wants to pop someone at personal range once they have been wrestled into a prone position. Laser Rifles suffer a -3DM at personal range. The +2 DM does go some way toward negating that I guess, but it's not exactly a huge win. Players using pistols or swords only suffer a -1 to attack at personal range, so they're winning a bit. Folks with daggers can go nuts and get the full +2DM with no penalty. And there is also the Firing into Combat rule: If a character is firing a weapon at a target who is at Personal range to another combatant, then the attack suffers a –2 DM. If the attack misses , roll 1d6. On a 4+, the attack hits the nearest other combatant to the original target. I'm not sure if this rule still counts if you're also at Personal Range. I'm guessing so. End of the day, it's probably better to go melee if you're ganging up on someone. Also, there is a rule that states that if you move into Personal range you have to stop there. You can move out of personal range the following round if you like. So if folks are wrestling in a doorway or corridor they're going to block traffic. Anywhoo ... just wanted to post this just in case there was anyone here not up on the rules wondering why Kayleb wasn't getting decapitated by Vargr2. Our boy K has been spending the last 20 weeks training up in the ancient Imperial Marine art of touchy grabby. PS EDIT " DAGGER : A small knife weapon, approximately 20 centimetres in length. Daggers are especially suited to close-quarters combat – while grappling (see page 64) someone armed with a dagger can do Effect + 4 damage if they choose to hurt their opponent." Not sure if Vargr 2's Cyber blades count as a dagger for the purposes of grappling? If so K may not be as safe as he thought he was.