Hand-to-Hand Combat Terms

(Version 1.02 - Last Modified: 08/12/2007)



Introduction

Hand-to-Hand combat in the Palladium Books system is both very good and very unorganized. It offers amazing room for improvement and enhancement, but it has no formal structure and many of the best combat maneuvers, especially those from Ninjas & Superspies, can be confusing to use in actual combat. This document presents a series of important terms for hand-to-hand combat. Most of these should be familiar to players and none have really changed much from their original form in the Palladium Books system, but there are some changes.


Combat Term Descriptions

  1. Armor Rating:
  2. Attacks Per Melee: (also known as Melee Attacks)
  3. Attribute Check:
  4. Blind:
  5. Combat Actions:
  6. Combat Bonuses:
  7. Combat Range (Long Melee Range, Melee Range, Grappling Range):
  8. Critical Strike:
  9. Hit Points:
  10. Initiative:
  11. Knockdown:
  12. Natural Roll:
  13. Mega-Damage Capacity: (M.D.C.)
  14. Melee Round:
  15. Non-Combat Melee Action:
  16. Prone:
  17. Paralyzed:
  18. Sneak Attack:
  19. Structural Damage Capacity: (S.D.C.)