[Weapon] Unarmed Melee
Unarmed Melee is technically a weapon skill. It has no requirements to use assuming your character is awake & not stunned or tied down or somesuch.
Melee attacks are contested actions & thus may be used with a non-contested action in each round. Furthermore, this skill may be used with any combination of main-hand or Off-Handed weapon skills, or a Shield (you must still use the standard action/round rules with this skill in combination with any skills).
The range for Unarmed Melee typically requires being in a tile touching the opponent either horizontally, vertically, or diagonally (generally 1 tile).
Hitting with Melee is a contested action vs opponent where each add their Rflx+ [weapon skill] + 1d20. The winner adds the roll difference to their damage calculation.
Damage with Unarmed Melee is: [roll difference] + Body Stat.
Unarmed Melee can be used with Dual Wielding rules without any other skill requirements. It is automatically main & off hand variants of itself.
Rolling a critical (natural 20) will not allow damage to opponents weapon with this skill. You can still damage the armor or shield. (see “Combat Rules -Critical Rolls”)
Rolling a critical failure (natural 1) will damage your weapon (you!) by lowering your Tier value by 1 until you get you repaired… It does 10 damage to you. Good job! You likely broke your hand. This damage ignores armor.
An opponent rolling a 20 & declaring the weapon (your body) as the target will have the same effect as you rolling a 1. Damage occurs to your body, ignoring armor.
When using 2d20 & choosing the higher, if you roll a 1 & choose the other roll, you did not have a critical failure — however, if you roll both 1’s on the 2d20, you must select one of them. In theory, this should be very rare as you risk using your body as your weapons in this way… in practice however…
May be used with the Stealth skill (see: Skill – “Stealth”).