I know that there's the chakra style in SOM, but my group wanted something more like what was actually seen on ENTERPRISE in the Andorian dueling style.

USHAAN DUELING STYLE
The Ushaan is an Andorian tradition which means 'intimate' or 'private' combat that was developed in the planets brutal violent past. It was created by the Andorian reformist Lor'Vela who created this trial of combat to settle the matters of honor through combat between two individuals. This trial ended with the death of one of the combatants.
The Ushaan also covers the body of rules and regulations that govern this trial of combat which had 12,000 amendments made even after its original creation. One of these amendments allowed for the right of substitution should the one being challenged was unable to fight. Another amendment to the code allowed a married combatant to postpone the trial by combat indefinitely should they have no children. Though the trial originally was ended through the death of one of the combatants, should one of them be disabled in the fight then that would suffice as fulfilling the rules of the Ushaan.
The Ushaan was fought through the use of the ushaan-tor, an ice miner’s tool, and the ushaan-ko, a gauntlet of sorts that has a 1-meter long cable that tethers the two combatants.

ELAAS
You quickly bring your ushaan-tor, to not only block an attack, but lock it with the other’s weapon. The maneuver becomes a test of strength and will as the two lock their blades and stare into one another’s eyes.
PREREQUISITE: Armed Combat: Ushaan Dueling +2
EFFECTS: You gain a +2 to parry/block rolls. When ushaan-tor’s lock, an opposed Strength or Willpower roll is made, the winner gains a +3 to his next attack or dodge action, his choice.

JENAC
This is a rapid strike ‘roundhouse punch’ with the jagged edge of the ushaan-tor that can cause extreme damage, but at the cost of perhaps leaving yourself open to an attack.
PREREQUISITE: Armed Combat: Ushaan Dueling +2
EFFECTS: A successful attack does +1 to +6 more damage, but lowered your defense the same amount for the next round.
UPGRADE: Your defense is lowered by half the amount (rounded up) of the extra damage.

KELTRATH
This is a direct, downward stabbing blow with the elongated point of the ushaan-tor. It is difficult to execute and even more difficulty to block.
PREREQUISITE: Armed Combat: Ushaan Dueling +4
EFFECTS: By taking a penalty between -1 and -3 to your attack roll, you can force your opponent to take a -2 to -6 penalty to his block, parry or dodge roll.
UPGRADE: A successful Keltrath does an additional +2 damage.

ASHRAND
You muscle and leverage your opponent into a better striking position through the tether attached between you.
PREREQUISITE: Armed Combat: Ushaan Dueling +4, Unarmed Combat +1, Strength 6+
EFFECTS: Make an opposed Strength test. If successful, you immediately gain an attack (can be with the ushaan-tor or even an unarmed attack) against your opponent, at +4. This will cost 1 action the next round.
UPGRADE: The attack no costs no actions.

VETHAK
This attack is used to bring your opponent’s movement and momentum against him.
PREREQUISITE: Armed Combat: Ushaan Dueling +4, Unarmed Combat +3, Agility 8+
EFFECTS: After a successful dodge or parry, your next attack gains a +2 bonus. If you do not have the initiative, you gain it the next round.
UPGRADE: The attack bonus is a +4.

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I also statted up this one, as I liked it's description from the LUG book.

KHARAKOM
Effectively “Andorian boxing”, Kharakom is a tad more complex a fighting system. At the basic level, it deals almost exclusively with punches, ranging from short jabs to “hookhammer” roundhouses. Deeper understanding of the system allows for grabs and even some footsweep maneuvers, though.

ADURA
A fast punch maneuver that seeks to come out of the peripheral of the opponent.
PREREQUISITE: Unarmed Combat: Kharakom
EFFECTS: An adura made after a successful dodge test is +3 to attack and +2 to damage.
UPGRADE: Both bonuses increased by +1. This upgrade may be taken twice.

GHELAD
One uses their entire body to bring their weight and power behind this punch, but its slowness makes it slightly easier to defend against.
PREREQUISITE: Unarmed Combat: Kharakom
EFFECTS: This punch does double damage, but opponent gets a +2 to block or dodge.
UPGRADE: For 1d3 rounds after the punch, the opponent suffers a skill test penalty as if his Wound Level were one lower.

TETHRA
A short, fast punch that sacrifices power in order to set-up a target for a more potent strike.
PREREQUISITE: Unarmed Combat: Kharakom
EFFECTS: This punch only does half damage, but gives a fighter a +3 to their next attack against the opponent in the following round.
UPGRADE: Two jabs are made as one action. If they both hit, the bonus for their next attack becomes +6.

THAAS
This maneuver entails grabbing the opponent’s limb, holding it, and making an attack with your other fist.
PREREQUISITE: Unarmed Combat: Kharakom
EFFECTS: After a successful block attack, you make a grab for the opponent’s limb. If you succeed with the grab, then you immediately make one free attack, at a +3 bonus to the skill.

UTHELA
The target is dropped to the ground, prone, with this maneuver.
PREREQUISITE: Unarmed Combat: Kharakom
EFFECTS: A successful attack action does 1d3+Str modifier damage, and allows an immediate takedown attempt as a free action; the opponent must make a Quickness reaction test (TN = attacker’s Agility +2) or fall prone.
UPGRADE: Quickness TN increases by +2. This upgrade may be taken twice.