W.P. ROPE
This W.P. is only available to characters who can select Cowboy Skills.
This is trained use of a lariat or lasso for combat as well as using
the lasso to snare and hook onto a sturdy object or limb for climbing,
scaling walls, boarding vessels, and swinging across openings. As a
weapons, the rope and lasso is used to encircle the shoulders,arms,
waist or feet to snare, trip and otherwise pin and incapacitate an
opponent. The lasso can also ensnare the neck and strangle opponents.
Trip Attacks: A successful roll to strike knocks the victim to
the ground and they lose initiative and one melee attack/action. If the
attacker is on horseback, in a vehicle, or super strong, they may pull
or drag the victim.
Entangle Attacks: A successful roll to strike ensnares the
desired area of the body, typically the arm, upper torso, waist, leg,
or foot. A subsequent successful roll to disarm or entangle may be then
made.
Disarm Attacks: After a successful Entangle Attack, a further
successful roll to strike means the lasso is jerked in such a way that
it slips off the victim's arm, but it takes whatever they were holding
in that hand with it. 60% chance of knocking it to the ground, 61-100%
chance the item is lassoed and can be pulled into the attacker's hand
in two melee actions (four total attacks are used up: one to entangle
the arm, one to disarm the arm, and two to pull the item).
Incapacitate Attacks: After a successful Entangle Attack, a
further successful roll to strike means the attacker can incapacitate
that limb/part of the body (usually by pulling the rope and the lassoed
limb taut), making it impossible for the victim to use it. If an arm or
hand, the victim must use their other arm and hand (at half their usual
bonuses and -1 melee attack unless they are ambidextrous).
If it is the foot or leg that is lassoed and incapacitated (pulled
tight), the victim runs or hops at half speed, can not get away unless
they can cut the rope, is -4 to dodge and roll with impact, and -1 to
parry, disarm, or pull punch. Using s a second melee
attack to jerk the lasso will knock the victim off their feet (losing
initiative and one melee attack)and he can then be pulled/dragged by
hand, horse, or vehicle, or hog-tied (costs the attacker two additional
melee attacks/actions unless the victim can roll a 17 or higher to
dodge the attacker succeeds without further incident. A roll of 17or
higher enables the victim to squirm and move in such a way as to
prevent being tied up and they can then engage the attacker in hand to hand combat).
If it is the upper body that is lassoed, it pins one arm to their body
rendering it useless. The victim must use their other hand (at half
their usual
bonuses and -1 melee attack unless they are ambidextrous). A second
lasso around the upper body (counts as another melee attack) pins both
arms, leaving the victim unable to use their arms or hands. Trying to
run while the arms are pinned is awkward and difficult, reduce the
victim's speed by 20%, they are -2 to dodge and can not parry. No
damage is inflicted, but the victim is physically incapacitated.
Moreover, the lassoed individual can be pulled off their feet and
knocked down (losing initiative and one melee attack/action) and can be
quickly hog-tied by the attacker (counts as four melee attacks) or be
dragged. Only one victim can be toped and pinned or hog-tied at a time.
Multiple lassos can also be used to snare each limb and 'spread-eagle'
the victim. The victim is physically helpless in this position. Only
spell magic or psionics or other special attacks can be used when
spread-eagled, arms pinned or completely hog-tied.
Strangle Attack: Roping the neck can be sued to prevent the
victim from speaking and makes them barely able to breathe (-1 attack
per melee). Tightening the rope (counts as one melee attack) cuts the
air supply off completely and strangles the victim unless they
can cut themselves free or the attacker releases the victim by
loosening and/or removing the lasso from around the neck. Depending on
how long the victim can go without air, the victim may die. For most
characters, dizziness occurs within 2 minutes (victim is -2 attacks per
melee and -3 on all combat bonuses). Within 4 minutes the victim is
rendered unconscious, unless they can hold their breath for an
extraordinarily long time. If still on their feet, reduce their attacks
and combat bonuses by half again. Within 2 or 3 minutes the victim will
lapse into a coma and die within another 1D4 minutes. Note: A
slow hanging kills the victim in half the time. A good character would
never use a strangling attack to kill or hang, or stops short of
causing coma and death. The strangling attack does NOT work on
characters clad in power armour or full conversion cyborgs, or robots.
Against a supernatural being or creature of magic, the attacker must
have greater Supernatural Strength then the victim.
Escaping a Lasso: Escape is possible if the victim is able to
cut themselves free (provided they have a blade weapon or claws), shoot
themselves free with a gun (first shooting the tow-line and then
pulling the lasso from around their neck, counts as two melee
attacks/actions), or pull themselves free if their P.S. is six points
greater than their attacker.
It takes 1D4 melee actions to cut through an S.D.C. lasso with a S.D.C.
knife, one action if an M.D. blade is used or the character has a
Robotic or Supernatural P.S.. It is impossible, however, to draw a
weapon and cut oneself loose if both arms are pinned or while being
dragged. Of course, psionic or magical telekinesis or ectoplasm may be
used to wield the blade, or some other extraordinary measure may be
applicable (eye beam, bionic finger blaster, etc.).
W.P. Rope can not be used to parry. Does not require Rope Skill to use
as a weapon, but when the Cowboy and Saddle Tramp O.C.C.'s do select
both skills they gain an additional bonus of +2 to strike and disarm
when using the lasso against humanoid opponents.
W.P. Bonuses:-
- +1 to strike at levels 1, 4, 8, 12, and 15 (when rope/lasso is used in combat or for boarding).
- +1 to entangle.
- +1 to disarm.