Hand to Hand Combat Information
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Some of the new combat forms will be based on additional information
found in Ninjas & Superspiestm (pg. 125),
Rifts® Japan World Book 8 (pg. 190), and
the Coalition War Campaigntm World Book
11 (pg. 72). I know that not all of you have all the books listed above,
but chances are you've got at least one. But then, some of you won't have
any of them.
So to make it easier, I try to include necessary information in this file.
Really, it'll probably be worth your time to print this out. It's a small
compendium of data like in Ninjas & Superspiestm
but updated with the modernized Palladium system and slightly improved
with my input. With this listing, I'm trying to create a more complete,
yet simple combat system. Got questions? You can always e-mail
me and I'll give you my perspective. In case you were wondering,
the last time this file got modified was in August of 1996. If I find that
it needs to be updated, then I'll do so and notify you in my weekly
report.
Special Strikes and Supernatural Strength:
This is one thing that has always bothered me. There is no easy way to
determine the damage a being with supernatural strength does if he is
well-versed in physical combat. Sure it's easy if he wants to do a head
butt, since that is almost always equivalent to a punch. What if he
wants to do a roundhouse kick? How about a body flip? An elbow smash?
Difficult, isn't it? These basic rules are what I came up with (or
found) to try to solve this problem.
Hand/Arm Strikes:
Standard Punch: Equal to a punch (duh). Normally 1d4 damage.
Hard Punch: Inflicts 1d6 damage per 1d4 of punch damage, or
1d8 damage per 1d6 damage (so, a punch doing 3d4 would result in a 3d6
forearm while a punch doing 3d6 damage would give a 3d8 forearm).
Normally 1d6 damage.
Knife Hand: Equal to a punch plus one die. Normally 2d4 damage.
Karate Punch: Equal to a punch plus one die. Normally 2d4 damage.
Palm Strike: Equal to a punch plus one die. Normally 2d4 damage.
Elbow/Forearm: Inflicts 1d6 damage per 1d4 of punch damage, or
1d8 damage per 1d6 damage (so, a punch doing 3d4 would result in a 3d6
forearm while a punch doing 3d6 damage would give a 3d8 forearm). Normally
1d6 damage.
Kick/Leg Attacks:
Untrained Kick: Equal to a punch. Normally 1d4 damage.
Knee: Inflicts 1d6 damage per 1d4 of punch damage, or
1d8 damage per 1d6 damage (so, a punch doing 3d4 would result in a 3d6
forearm while a punch doing 3d6 damage would give a 3d8 forearm).
Normally 1d6 damage.
Snap Kick: Inflicts 1d6 damage per 1d4 of punch damage, or
1d8 damage per 1d6 damage (so, a punch doing 3d4 would result in a 3d6
forearm while a punch doing 3d6 damage would give a 3d8 forearm).
Normally 1d6 damage.
Kick Attack: Equal to a punch plus one die.
Normally 1d6, 1d8, or 2d4 damage.
Karate Kick: Equal to a punch plus two dice.
Normally 2d6 damage.
Crescent Kick: Equal to a punch plus two dice.
Normally 2d4+2 or 1d10 damage.
Wheel Kick: Equal to a punch plus two dice.
Normally 2d6 damage.
Roundhouse Kick: Equal to a punch plus three dice, or does
3d6 damage per 1d4 damage of a punch (whichever is more appropriate).
Normally 3d6 damage.
Leap Kick: Equal to a power punch for supernatural creatures,
or double the kick damage for mortals. Takes two attacks.
Jump Kick: Equal to a punch plus three dice times two, or does
3d6x2 damage per 1d4 damage of a punch (whichever is more appropriate).
Normally 3d6x2 damage.
Flying Jump Kick: Equal to a punch plus three dice, or does
3d6 damage per 1d4 damage of a punch (whichever is more appropriate).
Normally 4d6 damage. Always counts as two melee attacks, and can only
be used from long range (roughly 10ft away).
Flying Reverse Turning Kick: Equal to a punch plus three dice,
or does 3d6 damage per 1d4 damage of a punch (whichever is more
appropriate). Normally 4d6 damage. Always counts as two melee attacks,
and can only be used from long range (roughly 10ft away). This is also
a combination move (dodge/strike).
Grappling and Other Attacks:
Body Block: Equal to a punch. Normally 1d4 damage.
Body Flip/Throw: Equal to a punch plus one die. Normally
1d6 damage.
Power Slam or Critical Body Throw: Twice the damage of a punch
plus two dice. Normally 2d6 damage.
Choke: Apply damage equal to a power punch once per melee.
Normally does 1d6 damage directly to hit points.
Neck Hold/Choke: Does damage equal to a punch once per melee.
Normally does 1d4 damage (not direct to hit points).
Bear Hug: Does 1d6 damage per 1d4 of punch damage, or
1d8 damage per 1d6 damage (so, a punch doing 3d4 would result in a 3d6
bear hug while a punch doing 3d6 damage would give a 3d8 bear hug).
Normally 1d6 damage. Apply damage once per melee attack (not directly
to hit points).
Head Butt: Inflicts 1d6 damage per 1d4 of punch damage, or
1d8 damage per 1d6 damage (so, a punch doing 3d4 would result in a 3d6
head butt while a punch doing 3d6 damage would give a 3d8 head butt).
Normally 1d6 damage.
In General:
I concluded that if an attack normally does 1d4 damage for a mortal, it
does damage equal to a punch for a supernatural creature or robot. If
the attack does 2d4, add a die to the punch damage of the being. If it
does 3d4, add two. I'm sure you can guess what to do for 4d4 and beyond.
I suggest that other attacks that normally do 1d6 damage inflict 1d6
damage per 1d4 of punch damage, or 1d8 damage per 1d6 of punch damage.
Kicks should normally do one to four more dice than a standard punch.
GMs could also apply the previous logic to the kicks. Any attack with
a damage bonus included (say, a crescent kick) should retain that exact
same bonus but be upgraded to do more damage in the same way.
I determined all this by figuring that the 1d4 punch damage should be the
base for a ratio. Attacks that do an extra 1d4 for mortals should do an
extra die of damage for stronger beings. Conversely, attacks that do
3d6 damage for mortals should inflict 3d6 damage per 1d4 of punch damage
for those stronger beings. Note that a being with an armored head should
do more damage on a head butt, anyone with a spiked body should do more
damage on a body block, etc. Typically add another one or two dice to
damage.
Example:
Suppose we have a mutant with Extraordinary Physical Strength (supernatural
strength) and a P.S. of 26. He also knows Hand to Hand: Karate (from
Rifts® Japan World Book 8, pg. 194) at
the seventh level of experience. He does 3d6 M.D.tm
on a standard punch and 6d6 M.D.tm on a
power punch. He does damage as follows: Kick attack (4d6 M.D.tm),
knife hand and karate punch (4d6 M.D.tm),
karate kick (5d6 M.D.tm), knee and elbow
strikes (3d8 M.D.tm), snap kick (3d8
M.D.tm), roundhouse kick (6d6 M.D.tm),
palm strike (4d6 M.D.tm), power kick
(8d6 or 1d6x10 M.D.tm, depending on the
type of kick), and a wheel kick (5d6 M.D.tm).
Combat Information:
Automatic Dodge: An automatic dodge takes no attacks. It is just
a moving, turning, or twisting of the body that takes little time.
Alternately, a standard dodge is taking a fast step (or two) out of
the way of danger, which requires one attack. This action is purely
defensive.
Automatic Moves: Basically, if a combat move is stated to be
automatic it can be used as a defensive manuever. The automatic move
takes the place of a dodge or parry, uses no attacks, and cannot be a
critical strike. Success means the attacker probably does no damage with
his attack and falls victim to the character's automatic move. If the
character fails, he takes damage with no way to reduce damage or maintain
balance.
Automatic Parry: Parrying normally takes up one melee action.
Anyone trained in even basic hand to hand combat can do this defense
without losing any melee attacks. Normally, a person can only parry one
melee action at any time. Two or more attacks cannot be parried.
Characters with phenomenal reflexes (e.g. Quick-Flex Aliens and Juicerstm)
or certain defensive skills (like circular parry) can parry any number
of attacks.
Back Flip and Cartwheel: These two gymnastics moves have
similar functions in combat. A character can also combine a snap kick,
kick attack, or backhand with a back flip to strike a foe behind the
character (cannot be combined with a death blow or knockout/stun). Using
a back flip the character can escape combat (all attackers lose a melee
action if trying to close the distance, plus the character gets
initiative), and can dodge with a back flip (a failed dodge means the
character takes full damage with no chance to reduce damage). A cartwheel
can be used to escape combat and dodge in the same way as a back flip. As
an attack, a cartwheel can close combat distance quickly and can be used
with an axe kick, wheel kick, or punch. For the bonus to back flip and
cartwheel, divide the skill percentile for the back flip by 15% to get
the bonus and add +1 to it. When using a back flip or cartwheel as a
combat move, only use the bonus to flip and any P.P. bonuses.
Bear Hugs and Chokes: These (and similar moves) are grappling
holds that cause damage. The attacker can't do anything but maintain
the hold. The victim is reduced to one attack (no kicks allowed) and
cannot get free unless he wins a contest of strength. To get out of one,
both the attacker and the victim roll 1d20 and add their P.S. score. The
attacker also gets to add any bonuses to hold or grapple that he may
have. Friends can help the victim. The result of who wins is pretty
obvious. Roll for this once per melee action of the victim. Damage is
rolled once per melee. Note that chokes do 1d6 damage direct to hit
points per melee, while bear hugs do 1d6 damage per melee attack (not
directly to hit points).
Break Fall: Also called "ukemi," this is a more advanced version
of roll with punch/fall/impact. If successful, the character takes no
damage at all. If failed, the character takes half damage. Used against
a knockout/stun attack, the character takes full damage but is not dazed.
This takes up one melee action each time it is used.
Called Strikes: As with guns, attacks to a specific part of
the body can be done with melee attacks. Hitting the head, hands,
knees, genitals, stomach, or any joint has a -4 penalty, while hitting
the arm or leg has a -2 penalty. Hitting the head is an automatic stun
attack (see Knockout/Stun). Striking the solar plexus, neck, genitals,
or other vital point is also an automatic stun attack but the effects last
for 1d4+4 melees. Repeated strikes to a limb (two to four, possibly less if
they're powerful) will probably cause penalties associated with the Optional
Damage Rules in the Hit Points and S.D.C.tm
section (Step 2 of character creation).
Combination Move: This is a dual purpose combat move that
usually combines a defense and a strike of some sort. Examples of this
include a drop kick (combination dodge/kick, used with a kick attack,
snap kick, or crescent kick), power block (combination parry/strike, does
1d6 damage), flying reverse turning kick (combination dodge/jump kick,
used with a kick attack or snap kick), etc. The limitations are that the
combination move uses up one attack, the defenses are standard (no
automatic parries or dodges), and no bonuses of any kind can be used!
This includes all strike, parry, dodge, and damage bonuses.
Critical Strike: Though this gets covered in all the main
books, I think it would be a good idea to go over it and clarify all the
points that have confused me and my players in the past. First off, on any
critical strike you double the damage rolled and then you add in
damage bonuses. I just found this out a year ago, and I had been playing
(well, GMing) for nearly six years. The other thing is that when you
combine critical strikes you only increase the multiple, instead of
adding them. What am I saying? Suppose you've got a critical body throw
and a critical strike from behind. You sneak up on an enemy and do your
critical body throw. You roll a natural 20. You do quadruple (x4) damage,
instead of doubling, doubling, and again doubling damage like I and my
players used to. Maybe we were just stupid. Who knows. But I hope this
little paragraph can help someone out there.
Disarm: Counts as one melee action. A successful disarm means
the victim drops their weapon or it is knocked away. It is not placed
into the hand of the disarming attacker. As usual, high roll wins and
in a tie the defender wins.
Entangle: This is basically the same as an arm hold, but
the rules are different. I don't know why. When someone is entangled,
they must roll 1d20 against the attacker and add in their P.P. attribute.
The attacker gets to add any bonuses to entangle (or grapple). Victims
can roll to escape this once per melee attack, but cannot attack with
the entangled limb and are basically restricted to attacking the person
entangling them.
Gets/Loses Initiative: When this is stated, the person's
effective initiative roll is changed. If someone suffers knockdown and
loses initiative, they now act last in the melee rounds even if they
rolled the highest roll. Say you've got three people fighting one
another, and the order of attacks is a dragon, then a city rat, then
a mystic. If the city rat loses initiative, the attacks are then
resolved in the order of dragon, mystic, then city rat. If the dragon
loses it, it goes city rat, mystic, then dragon.
On the same note, if someone gains initiative over others, he is
relegated to the spot in attack resolution where he can act before
his enemies. If there are other people fighting in the melee, but
not attacking the person who gained initiative, the person does not
gain initiative over them. He attacks just before the person(s) who
was attacking him. Initiative can be gained by executing a back flip
or cartwheel to escape combat, or by some other means.
Grapple: This is a personal rule I use. This skill should
be applied for holds, body flips/throws, body blocks, entangle manuevers,
bear hugs, and chokes. When one of these is attempted, use the bonus
to grapple and not the bonus to strike. Assume that anyone with the
Physical: Wrestling skill has a +1 bonus (do not apply this for
Hand to Hand: Wrestling). I would
also say that all of the standard hand to hand forms get a +1 bonus to
grapple at level 2. In Expert and Martial Arts, add another +1 at level 9.
Holds: There are arm, leg, neck, and body holds. Basically,
if you succeed in a roll to hold a victim that victim cannot strike, parry,
or dodge (but neither can the attacker). Both people are effectively
immobilized. Holds do no damage. To get out of one, both the attacker
and the victim roll 1d20 and add their P.P. score. The attacker also
gets to add any bonuses to hold or grapple that he may have. The
result of who wins is pretty obvious. Roll for this once per melee
action of the victim. An automatic hold can be done in place of a
parry or dodge, but a failed roll means the character takes full damage
from the attack. Note that with an arm hold, any held weapons or
objects can be removed easily, and with a neck hold a light choking
can be performed (1d4 damage per melee round attack, subtract from the
S.D.C.tm first).
Knockdown: Knockdown is suffered when a person is knocked
off his feet in combat. The victim loses his next attack, and he also
attacks last in the melee round (meaning, he attacks after everyone else
has). If an attack normally causes knockdown and is used as a power move,
then the victim suffers the loss of two attacks and initiative.
I suppose that this effect should be called critical knockdown.
Knockout/Stun: The victim is dazed for 1d4 melee rounds, but
the attacker must declare this is being attempted. A failed attack
does no damage. If successful, the victim cannot attack while dazed,
has no initiative, and is also -4 to parry, dodge, roll with
punch/fall/impact, etc.
Maintain Balance: Can't be done with a roll with punch or
a break fall manuever, and it uses up one melee attack. A successful
roll over the strike roll means that the character does not suffer
from any knockdown, loss of initiative, or loss of attacks. Bonuses to
do this are not included in the standard combat forms.
If the character has the Acrobatics or Gymnastics skill, I would
divide their sense of balance by 15% (round down) to get a bonus. For
Juicerstm and other agile beings, give
them a +1 bonus. Lastly, add +1 for every 5 points of P.P. beyond 15
(add a +1 at 20, 25, 30, etc.)
Paired Weapons: This is the ability to use two weapons to
attack and/or parry simultaneously. It's included in some hand to hand
forms. If taken as a weapon proficiency (as in T.M.N.T.s and Other
Strangenesstm), it goes as follows:
W.P. Paired Weapons: +1 to strike and parry at levels
1, 4, and 8. Cannot be used with two-handed weapons or firearms.
Power Move: These are pretty basic. If a combat move is listed
as a "power" version (power punch, power slam, or maybe a critical body
throw), the attack does double damage (plus P.S. bonuses for S.D.C.tm
strength) and takes two melee actions. If the words "power attack" are
presented, the character can do an extra-strong version of all their
different attacks. If an attack normally causes knockdown and is used
as a power move, then the victim suffers the loss of two attacks
and initiative.
Pull Punch: Controlling the force of a physical attack is
possible. Attackers must roll over an 11 on 1d20 to do this successfully.
Damage can be reduced to half, one quarter, one point of damage, or no
damage at all. Failure means full damage is inflicted.
Roll with Punch/Fall/Impact: The ability to reduce damage
by flowing with the force of physical attacks. This costs no
attacks to use. Failure means full damage is taken. Success means only
half is taken. This is only useful against melee attacks from blunt
weapons. Energy blasts, rail gun attacks, projectiles, explosions, and
stun blasts (among others) cannot be rolled with. To reduce damage from
a fall, a player must roll over a 14 on 1d20 (maybe more if it is a
very high fall).
Tripping/Leg Hooks and Backward Sweeps: Both are basically
the same, except the backward sweep is only effective against opponents
behind the attacker. They do no damage and cause knockdown. My personal
view is that on the roll of a natural 20, or if a super strong being uses
one of these on a normal being, then the victim should suffer critical
knockdown (the loss of initiative and two melee attacks).