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).