Entangle
#technique
Difficulty: Hard
Defaults: Kusari-4 or Whip-4.
Prerequisite: Kusari or Whip; cannot exceed prerequisite skill.
You can use a flexible weapon such as a whip or a kusari to entangle a foe. Roll against Entangle to hit. If your opponent fails to defend, the weapon wraps around him.
- Arm/Torso: If you hit your victim’s arm or torso, you ensnare it. On subsequent turns, you must take a Ready maneuver to keep your opponent snared. Roll a Quick Contest of ST each turn. If you win, you immobilize your foe. If you lose, he pulls your weapon from your grasp. On a tie, he immediately breaks free without disarming you.
- Neck: If you entangle the neck, use the same rules but your opponent has -5 in the Contest. If you win, the whip or kusari cuts off the victim’s breathing – see Suffocation (p. B436).
- Foot/Leg: If you entangle a foot or a leg, the target must make a DX roll to remain standing (this is instead of the Contest above). He’s at -4 if he was running. If he falls, he takes 1d-4 crushing damage – or 1d-2 if running. On subsequent turns, use the rules above to keep him entangled.
You must keep your weapon taut at all times to immobilize or suffocate your victim. This requires a Ready maneuver each turn. If you’re mounted and your mount is trained to do this for you, substitute its ST for yours in the Quick Contest.
To escape from a taut whip or kusari, you must attack and cut it (the damage required depends on the weapon). To escape from a limp weapon - including one pulled from the attacker’s grasp - you need a free hand and must make three successful DX rolls. Each attempt counts as a Ready maneuver, during which you may take no other action.