A comparison of the Hand to Hand rules between Revised N&S and the new line of 2nd Edition (more or less) books from Palladium.

Palladium's combat system has evolved over the years, from its first appearances in games such as Mechanoids, Palladium Fantasy, TMNT, and Heroes Unlimited. The first benchmark of this change was the extremely in depth presentation in Palladium's Ninjas & Superspies RPG (N&S). These hand to hand combat rules became the epitome for hand to hand rules in the Palladium Megaversal System. Evolution, namely revisions, changes, and additions on this involved hand to hand system, especially in Rifts, but later in games such as Heroes Unlimited 2nd Edition (HU2), Palladium Fantasy 2nd Edition (PF2), After the Bomb 2nd Edition (AtB2), and the complete presentation of canon rules in the Rifts Game Master Guide (RGMG) have changed the way that Palladium now handles hand to hand combat. Two things stand in the way of combining the Martial Art styles from Ninjas & Superspies (and Mystic China (Me� with these new editions of hand to hand combat rules...changes which make the N&S material obsolete, and new rules which haven't been incorporated retroactively into the N&S system. This then, is an in depth look at the differences in those systems, comparing the original N&S rules (using the semi-updated version of the Revised edition) to the new ways that hand to hand combat is handled, with an eye toward comparing the individual game differences (even with the Megaversal System, there are going to be some small differences due to the setting) and comments regarding revamping N&S's system to bring it up to date in the scheme of things.
UPDATE: Now that Splicers and BTS2 have presented the new, updated combat system, the material from them will be incorporated into this comparison.

Note 1: While N&S and MC still contain the widest selection of hand to hand combat rules, increasing incorporation of some of these rules into other systems has resulted in changes to those rules. For rules which have yet to be incorporated into other systems, there is no basis for comparison, so they will not be discussed.

Note 2: Skills, especially physical skills and weapon proficiencies and their impact on hand to hand combat abilities, will result in the discussion about how skills and changes therein now impact hand to hand combat.

Note 3: While N&S does not use the "two attacks for living" rule for its martial art styles, its use in other systems, and the changes in how it is handled will have to be discussed in order to"compare how these changes will reflect N&S.

Note 4: Occasionally, I will interject personal comments into this comparison, especially for areas where changes haven't been considered or explored in depth and for ideas affecting the game mechanics that mayor may not change the way a particular combat ability is looked at.

Note 5: When there are notable changes between Pre-N&S combat and later combat systems, I will interject notes about those changes into this comparison, especially for areas where vast changes in how the combat move or situation is resolved exist. Occasionally, books that fill neither category (old edition or new edition) will also have some interesting modifications, these will be noted as well.

First, let us discuss Hand to Hand Combat Resolution. This is one area that is basically unchanged, except for the specifics of how certain actions are resolved. There are still the same five basic steps in resolving combat; Initiative is determined, Attacker rolls to Strike, Defender attempts to Defend, Attacker determines Damage, and Defender may attempt to Reduce Damage. specific changes in how the actions are resolved will be discussed in their individual entries.
In order to look fully at the system as it is resolved, we will discuss individual changes as they occur in each step of combat resolution. This means that initiative will be covered in the Initiative phase, attacks will be covered in the Strike phase, defense will be covered in the Defense phase, Damage will be covered in the Damage phase, and damage reduction will be covered in the Damage Reduction phase. However, special note will be given to the number of hand to hand combat attacks per melee round.

Attacks per Melee Round: With the exception of N&S's martial art styles, the majority of the systems receive an extra two attacks per melee round. However, the wording on this is often confusing and contradictory. For instance, many systems list characters with no hand to hand combat training as having one attack per melee round, yet this will often directly contradict

the statement that, "All characters automatically start with two attacks or actions". Newer books such as the RGMG and AtB2 already include those extra two attacks under the individual hand to hand combat descriptions. [Personally, I think this is a step in the right direction, however, I think that the system wording should be discarded in favor of a more sensible and less confusing approach. I propose that every reference to, "All characters automatically start with two attacks or actions" be dumped from every book it appears in. It should be replaced with the one hand to hand/two non combat melee actions for characters with no hand to hand, and the hand to hand combat descriptions with the two attacks already added (as it appears in the RGMG and AtB2), martial arts from N&S would be unchanged. I also think that Hand to Hand Basic should be changed from four attacks as it is now, to two attacks...it makes more sense especially in terms of its place between the other hand to hand styles and no hand to hand skill.]

Step 1: Determine Initiative
Initiative is almost entirely unchanged, with the exception of the incorporation of Sneak Attacks and Long Range Attacks into other systems. Sneak Attacks have not changed from N&S to the new systems (comparing the wording of n&S to the newest game, AtB2 shows us identical wording). Long Range Attacks have changed slightly, with the first Long Range Attack of the melee being considered a surprise attack instead of 'undetected Long Range Attacks" and the addition of being unable to dodge concealed/sniper shots. [Seriously, this is a somewhat bad change, as it makes no sense that you can't dodge an attack you can see, just because it is from Long Range.] Another thing of note is that Long Range Attacks should not be confused with the Long Range for N&S's Combat Range.

Step 2: Attacker rolls to Strike
This area has seen a lot of changes with attacks being introduced from N&S into other systems. Since this is the attack phase, we will also discuss changes to the attack moves and modifiers affecting those moves.

Strike: This is basically unchanged, except to note that missile weapons do not get a P.P. bonus to strike. There are a few exceptions to this, notably Palladium Fantasy's W.P. note which states, "All bonuses are accumulative,"(page 59), and W.P. Sharpshooting which gives some bonuses to strike based on P.P.
Splicers and BTS2 add a new important factor in determining whether or not a strike hits the target. The usual statement about "If the result is a four or less (counting bonuses), the attacker misses." (Actual wording varies in older books.) However, the statement "A roll of 1-4 to strike is always a miss." is included. Additionally, the combat term Miss is added to BTS2, and it states "A roll of 1-4 to strike (after bonuses) is always a miss. A roll of one misses regardless of bonuses." Unfortunately, both statement areas are contradictory. Either a roll of 1-4 misses regardless of bonuses, or it doesn't. The note about a 1 always missing is likewise contradictory because it doesn't exclude a 1 from the "1-4 (after bonuses)" it just contradicts it.

Back Flip: While in Ninjas & Superspies this can be used as an attack, move, or defense, other systems mayor may not use all three forms of the Back Flip. Notable are the RGMG which only uses the attack and defense forms (although its original appearance in Rifts: Japan does indeed use all three), and HU2 and PF2 which only use the defensive form. Except to note the specific differences in application, there are no changes, except to note that HU2 and PF2 (and the defense application in the RGMG) do not incorporate any bonuses to Back Flip, should the character have such a bonus (Dodge, P.P, and/or other bonuses do NOT work with this move). The attack application is unchanged from N&S to the RGMG. [On another note, since physical skills such as Acrobatics and Gymnastics incorporate Back Flip as a skill, it may be wise to consider what effect this has on bonuses to performing the Back Flip in combat. Palladium has two ways that would work to handle this. One, the skill percentage is divided by 15 (rounding down) and the result becomes the bonus (from the rules for Perception). Two, the skill percentage may be rolled under to successfully perform this maneuver (from the rules for staying on one's feet by using the Sense of Balance skill in AtB2E). Of the two, I prefer the former method as this greatly simplifies combat and prevents engendering confusion in determining the outcome (A successful attack is defeated by the character successfully performing a skill doesn't quite work for me, they should have to make a defensive roll against the attack as even successfully performing the action does not guarantee being able to successfully evade the attack).]
Splicers and BTS2 give a somewhat abbreviated version of Back Flip: Escape, removing the note about costing an attack to perform (in the specific description of Back Flip: Escape). Back Flip: Attack is also altered, changing the allowable strikes from axe kick, snap kick, or backhand strike to basic kick, Karate kick or backhand strike and adding a note that this move costs one attack.

Body Block/Tackle: In the RGMG this is changed from a guaranteed knockdown, to an 80% chance of a knockdown. Splicers and BTS2 change this further to a 50% chance of knockdown and incorporate a Knockdown modifier section covering P.S. bonuses to the knockdown percentage.
Note that other systems which may not incorporate the Maintain Balance ability may use the Sense of Balance skill from Acrobatics or Gymnastics to prevent being knocked down. [See the note under Back Flip above about my feelings on the resolution of this method.]

Body Flip/Throw: The differences in the way this move is handled are two fold. One, to reduce damage from this attack, a successful Roll (or Breakfall) did no damage originally, this was changed to be half damage with a successful Roll. Breakfall, although mentioned in the RGMG is not mentioned as a method of reducing the damage (although it does in N&S, no damage if successful, half if the Breakfall fails). Two, the other systems do not incorporate the rules for using this move to throw the victim into another person (although this rule appears in AtB2E as the "Body Throw" move).

Cartwheel: This move is presented unchanged in the RGMG.

Choke: This move is changed somewhat. The methods of attempting to remove oneself from a choke are further expanded and clarified in AtB2 (by including weapon and knee attacks to punches as actions the victim can perform, another is allowing the victim to perform a 'disarm' attack against the attacker, lastly the defender cannot get out of a choke by performing a joint lock on the attacker in AtB2 as they can in N&S). Another change is the addition of One-handed chokes as an available attack.

Crush/Squeeze: Another move changed by additions. The only difference is that victims of a Crush/Squeeze may now attack with punches or weapons (no kick or knee attacks and no P.S. bonus to damage) instead of being helpless to attack or defend. The inclusion of One-Handed Crushes is another new modification. Like the Choke, joint locks are not mentioned as a method to get out of the Crush/Squeeze. Last, there are notes about the effects of Crushing (Supernatural) strength on using one's strength in getting out of/maintaining the move (although this isn't mentioned in the Choke description and probably should be).
[While I like many of the new changes in AtB2's handling of both Choke and Crush/Squeeze, retroactively including these changes into N&S should consider that Joint Locks are valid methods of escape from these attacks.]

Disarm: Like the Back Flip, this move can be done as an attack or defense. In N&S this move could only be performed as a strike during a hold, joint lock or during anyone-handed grappling maneuver (which has some problems of its own as holds and two handed joint locks prevented the attacker from attacking in N&S). In later books, this was changed to be a strike, hold, or grappling maneuver that forced the opponent to lose grip of their weapon (eliminating the need to be grappling the opponent, but not eliminating the problem of contradicting the hold description). As a defense, this move is changed even more. Later books change the ability to do Disarm as a defense to the result of a Natural19 or 20 instead of just a normal defensive move [This is one change that was definitely not for the better as it defeats the purpose of having the higher roll winning and ties going to the defender, also it is especially vague on how the Natural roll is applied in terms of what level advancement this takes place at (if at all) and who can perform the Disarm as a defensive move. Another problem (although this stems more from the rules for Holds and two-handed Joint Locks) is the attacker being unable to employ this move under the conditions in which it is supposed to occur. Redefining the ability to attack and/or defend while employing Holds and Joint Locks is something that needs to be considered.]

Holds: Rifter #3 optional changes aside, there are no differences in these rules. [See above for notes on changes to consider for Holds.]

Jump Kicks: The only difference on Jump Kicks will be handled in the damage section.

Kick Attacks: There are some things to note about the differences in kicks, although damage will be covered in the damage phase. There are a couple of differences in the kicks available, most notably, the difference between the Barefoot Kick (AtB2), Kick Attack (N&S, RGMG, HU2, PF2, and AtB2), Average Human Kick Attack (HU2 and PF2), Karate Kick (AtB2), Karate Kick Attack (HU2, PF2, & RGMG), Untrained Kick (AtB2 and RGMG), and Power Kick (AtB2 & RGMG). A lot of the differences are in the descriptions of how these different kicks work. The Barefoot Kick, Power Kick, and to a lesser degree, the Untrained Kick are all new insofar as the rules for kicks have been presented [Although why a Barefoot Kick does more than an Untrained Kick is beyond me]. One of the problems however with the rest is what exactly is the difference between a Kick Attack and Karate Kick. Most descriptions of the Kick Attack describe it as a conventional karate style kick (with the same detail about bringing the knee, leg folded, up to chest level, then the foot is completely extended), however AtB2 and the RGMG (which also uses the first description in the entry on the different types of kicks, see the entry on "Kick Attack" for this description) simply describe it as a karate-style kick [big difference...the word 'conventional' is left off these two descriptions]. More on the odd differences in these kicks in the damage section.

Leap Attacks: The only change in how Leap Attacks themselves are handled is in AtB2, where it clarifies that projectile weapons do not do critical damage when wielded mid-leap (and the rather ambiguous note that "A character may use any type of weapon in a leap attack, but gets no combat bonuses such as strike or parry, unless the character has a Weapon Proficiency in that particular weapon" which isn't as applicable in N &S because, unlike other the other systems which do allow W.P. bonuses to be used with hand to hand bonuses, N&S styles do not unless the character possesses a Weapon Kata with for that style, in that weapon (they would only use the bonuses NOT gained from their style, i.e. W.P., P.P. and physical skills).) [Does anyone beside me find that allowing the non-N&S systems to combine Hand to Hand with W.P. bonuses for weapons to completely make the entire concept of Weapon Kata useless?]
Leaping Distances have seen many changes, though they are most often not discussed in the various games outside of the Acrobatics and Gymnastics skill. However, in N&S Leaping Distance is an important factor, as it determines which combat range the character can make Leap Attacks, Jump Kicks and Flying Kicks at. Normally these can all be done at Long Range (and should be, since the description of Long (Combat) Range in the book says this is the distance necessary for Leaps and Flying Kicks), however further explanation of what moves can used at the different combat ranges shows us that with the exception of Flying Kicks, Leap Attacks and Jump Kicks can be used at Combat Range. Sounds like a simple way to run things doesn't it? Unfortunately the problem crops up in that many low level martial artists, with any of the Leaping or Jumping abilities, can NOT leap the distance of Long Range (10 feet) because they don't have the ability to jump/leap that far yet! Which means they can't use those combat moves until they receive a Leap Distance of 10 feet or greater. Also, many people wonder how you're supposed to determine the leap distance of a character without Acrobatics or Gymnastics (or, if you're playing N&S, without leap bonuses from your martial art). I believe I've seen three methods for this, though there may be more. A TB2 has a standard leaping ability listed (page 72) for different creatures, listing humans as being able to leap four feet across, three feet high without using an object, and that is increased by 50% for a full speed running start. The Heroes Unlimited GM Guide has a much more useful ruling in it's wonderfully expanded Super-Brawling Rules, where a full speed running start allows a normal character to leap one half foot for every point of P.S. long/across and half that vertically, reduced by 40% for a standing start. I've also seen, "For humans, figure that normal untrained characters can leap 4' high and 5' long. Characters with either the acrobatics or gymnastics skills increase their distance by 2' per level of experience (Note: This is 2' for either skill; having both skills will NOT increase the distance beyond the 2'). Modifying a character's leaping distance for physical attributes (i.e. speed, strength, and/or prowess) is an option for the individual GM." Though it's validity and location in a book are unknown.

Multiple Attackers: The only difference here is that the non-N&S games don't include the note about more than four attackers being unable to attack in the same melee action. HU2 and Systems Failure do include a note on group combats in their Combat Sequence section however. Unfortunately, this note assumes that each player character will be pairing off with one opponent in the combat. While this can easily happen when the number of opponents matches the number of characters in the group, it is not always the case. Both descriptions do have a further paragraph detailing situations where the PCs are outnumbered by their opponents, but this section implies that when faced with more than one opponent, the character engaged must ignore the attacks of the extra opponents, allowing them free shots without the benefit of a dodge or parry against these attacks, or the option of "dividing his attacks." [Given the wide variety of combat situations which can occur within the system, this gross oversimplification is badly worded and little thought out at best. I recommend a more indepth look at Multiple Attackers facing off against one character myself, with thought given to each of the possible situations and how this would effect both the attackers and defenders.]
Splicers and BTS2 add a section called "Spreading out combat among several pairs of fighters" which attempts to expand on how characters faced with multiple attackers is handled. However, all it really covers is a crappy, non-standard method of handling combat actions instead of using the established initiative system. Now the section called "Two against one" on the other hand does cover multiple attackers and introduces a rule where the defender can only parry incoming attacks from three adversaries, but not a fourth attack. This is especially interesting given that only N&S has rules limiting the number of attackers which can combat a character.

Paired Weapons: Overall, this is unchanged with the exception of occasional different wording. However, HU2 has a note about there being different levels of ability between selecting the W.P. and gaining the hand to hand level advancement in paired weapons (which, oddly enough, doesn't make it into AtB2 or the RGMG). The other change is that instead of just losing the ability to auto parry the next attack on a twin strike, the character can no longer use their next attack as a parry (parrying using an attack instead of an auto parry was not mentioned in the wording for the N&S description).

Strike: Similar to kicks since this entry covers punches and other strikes. Again, the differences in damages will be covered in the damage section. Power Punch works entirely different between N&S and all the other systems. In N&S it is a specific type of punch, in other systems, it is similar to the increased effort of the Power Kick, where damage is added to another type of punch. Another difference is the rather vague "Karate Strike/Punch" that the non-N&S systems have. AtB2, HU2, and PF2 have this with no explanation of what it is, the RGMG has this in addition to Knife Hand and Palm Strike...doing the same damage and eliminating it as either one of these strikes, but still no explanation as to what this strike is. [Is it just me, or does Palladium need to provide clarifying descriptions of these 'Karate' attacks?]

Step 3: Defender May Attempt to Defend [I don't use the Dodge, Parry or Entangle wording since its not accurate when you consider the other defensive moves available in N&S and other systems.]
This is where most of the defensive moves and modifiers will be discussed, Back Flip and Disarm were covered in the Attacks section, and methods of reducing damage will be covered in the Damage Reduction section.
[The Heroes Unlimited GM Guide has an interesting note, "Attribute bonuses are universal, and are Hand to Hand bonuses apply to all combat actions, for the character is assumed to practice combat with all of his special abilities, including flight, underwater, etc." Exactly what that means can be quite open to interpretation (mostly because the sentence makes no sense linguistically), of which the primary thing of note would be that the any attribute bonus applies to all combat moves performed. I recommend finding out who wrote it and asking them what in the hell they are talking about myself.]

Automatic: There are three things to note for this modifier. One, there are no direct changes to the way this is handled, with the exception of certain specific moves. In other words, Automatic still denotes that this associated action does not use up a melee attack. Two, contrary to popular misconception, Palladium has never had Automatic Parries limited to the number of attacks the character has, in fact, it is often noted in the "Continuing the Combat" section of hand to hand combat resolution that "When the fighter with the least number of attacks uses them all up, all he can do is parry." [The first appearance I can find of this type of clarification is in, yup, you guessed it, Ninjas & Superspies, where it sates in the Continuing the Combat's example of the Pace of Combat, under Attack 3/Initiative loser Attacks that, "...he is out of Melee Attacks. All he can do is use automatic defenses! "] Three, In later books, particularly After the Bomb 2nd Edition, the status of how many automatic actions the character can perform has been clarified by unequivocally stating that Automatic moves can be used an unlimited number of times (at least in the case of Automatic Parry). Three, later books sometimes have the entry "Automatic Kick Attack" for the Gymnastics and/or Acrobatics skill, according to Erick Wujcik [and I concur] this is not Automatic in the sense that it does not use a melee attack, but that it is automatically gained and can be used with whatever hand to hand combat abilities the character has.

Automatic Body Flip/Throw: This move only makes an appearance in the RGMG (where it is unchanged), and HU2. HU2 treats the Automatic Body Flip/Throw somewhat differently than it's treated in N&S. First the damage is limited to only 1D6 (as HU2 has no means of increasing the damage via hand to hand training, this is somewhat a moot point, but it should be noted). Second, in HU2, someone with this technique has the option of using it to disarm their opponent (from my reading of the wording for this part, it seems that using an Auto BF/T in this manner does no damage, and allows the use of both Disarm and BF/T bonuses). [I'm still undecided on how I should feel about using Auto BF/T as a Disarm, but I'm not wholly satisfied with its inclusion.]

Automatic Dodge: This move is vastly changed from N&S to the other systems. In N&S this 'automatic' action wasn't really automatic at all as it was restricted to character's who had to use their first attack of the melee to perform it (and, in cases where they didn't win initiative, they couldn't use their Auto Dodge against those attacks that occurred before their use of the Auto Dodge). The other systems eliminate this entirely and bring the Automatic Dodge more into line with the rest of the Automatic Actions. Another change was that the normal dodge bonus no longer applied to Automatic Dodges, instead they now use P.P. bonuses and bonuses to Auto Dodge. [I feel this is a change for the better, for the reasons given.]

Dodge: This move has seen quite a bit of revision. First, in N&S Dodges were effective against multiple attacks, there is no mention of this in any other system. Another area where there have been many and big changes with dodging is dodging against missile attacks. Like N&S, some later systems (notably HU2 and Systems Failure) use a no bonus, -4 penalty to dodge such things as bullets and energy beams (with some occasionally vague references to how this affects thrown and other muscle powered missile weapons). AtB2 and RGMG use a no bonus, -10 rule (with some exceptions, and just as many vague references to the non-gun missiles). PF2 uses a curious -10 penalty, with no mention of no bonuses being allowed. Given the aforementioned note about, "All bonuses are accumulative," this would indicate that bonuses DO have a bearing on this penalty, and, if high enough, can negate it. There are also some other changes to how Dodges are handled, but as they pertain to Modem Weapon Combat and not Hand to Hand Combat, I see no reason to get into them here. [Debates on the validity of the -10, or as it is also known, "unnamed" rule will be covered slightly later, suffice to say that I find it both useful and problematic. ]

Entangle: There are some changes to this move, although for the most part it is still unchanged. There are no changes in the RGMG, but HU2 and PF2 have a change that now prevents the attacker from performing any other attacks while maintaining the entangle. AtB2 revises the rules even more by first changing the method of breaking free from the entangle from Dodging vs. the Entangle into a D20 roll against the person performing the Entangle [OK, this is basically the same idea, with different wording, except that it also requires the person trying to maintain the hold by using having it work like a parry...these changes in wording therefore become somewhat confusing and are an unneeded, unnecessary change to the way the Entangle works], and then by requiring the victim of the Entangle to spend their next attack in breaking free of the Entangle. However, AtB2 does not prevent the person engaging in the Entangle from continuing to attack their victim. [Which makes sense, although I would probably incorporate penalties for not being able to use the entangled limb and/or object.]
Splicers and BTS2 now make a note that defending with an entangle uses up the NEXT attack, not just an attack.

Parry: Note, this will also include Automatic Parry, since it is the normal parry used by most characters with hand to hand combat training. There have been many changes in the way that parries are dealt with, but the basics remain the same. The changes occur in the conditions of the parry. The first change we will take note of is parrying with bare hands. These rules are in PF2, HU2, and AtB2, however there are some slight differences between how it is done in HU2 and PF2 and how it is presented in AtB2. The rules now allow one to parry, without any parry bonuses, any hand to hand attack (i.e. from weapons and the like). The only difference in AtB2 is the contradictory statement under parry that reads "Attacks from bladed or pointed weapons, including swords, daggers, axes and tools, as well as metal tools like hammers, crowbars, and shovels, can only be parried with a shield, armor of some kind, or solid hand-held object of his own (i.e. the defender's own weapon, pipe, or object)." Since the section on Bare-Handed Parry following this sentence contradicts it (and is more in line with the rules as presented in PF2 and HU2), my advice is to change the 'can only' to 'should only'.
Our next area of change to look at is parrying against bullets and energy attacks. In the original N&S, this was impossible to do (somehow this same note made its way into later books, often contradicting the rules changes presented therein, with the exception of AtB2 which does not use the rules for parrying these attacks). HU2 allows parrying bullets and energy attacks, but with no bonuses, -8 to Parry, and the defender must be holding something suitable to parrying the attack (it cannot be done with bare hands). PF2 uses a -10 to Parry against missile attacks, with the exception of energy attacks, which cannot be parried (However it is interesting to note that no mention of a suitable object or no bonus to the roll are mentioned in PF). The RGMG uses a -10 (close range or <400 feet)/ -12 (long range or >400 feet), no bonus penalty, with the same suitable parry item as HU2 (with some exceptions for certain O.C.C.s similar to PF's exceptions in the case of the Longbow Man and Warrior Monk), unless the character has W.P. Shield, in which case they are -8 to parry. Another thing of note is that it is often mentioned that Parrying bullets and Energy attacks is more difficult than Dodging, but except ill HU2, this does not seem to be the case. AtB2 is a more interesting study, like N&S, one cannot parry bullets or energy attacks, however AtB2 also has W.P. Shield, which in HU2 and the RGMG allows one to do so with a -8 penalty, however the note about this penalty is not present (the same thing occurs in PF2). [Again, like dodge, I will cover the this aspect of parrying below, however, I will make one comment here...it makes no sense that an attack from a longer range would be more difficult to parry than an attack at close range, since you would have more time to react to the attack.]
Splicers and BTS2 have an interesting note clarifying that Palladium's standard parry is a "block." This is important because it means some attacks can't be "parried" because they're actually being blocked instead of deflected. Ironically, my suggestion about the bare-hand parry correction where the 'can only' should be changed to 'should only' appears to have been adopted as that is now the official wording for this move. More fun and excitement is created by the parry vs bullets rules in Splicers and BTS2.
Another contradiction for Parries is the statement (fourth paragraph of Step 3) that Energy attacks cannot be parried, yet goes on to say in parentheses, "(The ability to parry energy bolts or bullets is a rarity and covered further on under ranged combat.)" So, which is it then? Of course since parrying energy bolts and bullets ISN'T covered under ranged combat, this isn't as much of a contradiction. On the other hand, since it IS covered under W.P. Shield, it's still present in the game as a contradiction. BTS2 removes this note from Step 3, but unfortunately has the same contradiction by stating under the parry combat term description that, "Bullets and energy attacks cannot be parried!" (Yes, W.P. Shield is unchanged between books.)
[Your best fix to all the differing parry/dodge vs modern weapons rules is to select what works best for you.]

Step 4: Attacker Rolls Damage
This section will cover the differences in damage between the moves and strikes of n&S and later systems. It will also cover modifiers to damage, such as Critical Strikes, Death Blows, Knockdown, and KO/Stuns.

Critical Strike: An important item to notice regarding Critical Strikes is the note (first appearing in Rifts Japan) that a Critical Strike is a "powerful, special or nerve shattering strike that inflicts double the usual damage." The RGMG further expands on this by stating that it can be inflicted with bare hands or a weapon.
The only other thing of note for Critical Strikes is that all descriptions of this modifier list it as doing double damage, yet we see instances of Level Advancement Bonuses listing Critical Strikes that do Triple Damage, which pretty much contradicts the statement that Critical Strikes do double damage (especially as there is no note allowing Critical Strikes to do more than double damage as part of hand to hand training). [This occurs more in N&S and MC than the other systems though. ]
[On another note, I'd like to discuss what I see as one of the main problems with the Natural Roll system. In many games, a Natural 20 to strike can only be successfully defended against by rolling a Natural 20. You can find this statement in the Natural Roll/Natural20 descriptions of n&S, Robotech, Revised HU, AtB2, the RGMG, and others. However, it is NOT present in PF2 or HU2! I think this is the most ridiculous example of rules contradiction in the books personally. In almost every hand to hand combat description it clearly states that, "The defender always wins ties (when parry, entangling or dodging)." This statement then, that a natural twenty is required to beat another natural twenty does not fit the rules of the game (except in Systems Failure where they cleverly made it allowable by rewording the statement to read, "Except for when noted otherwise, the defender always wins ties when parry, entangling, or dodging. "). In addition they provided an overwhelmingly unfair advantage to the attacker, who already only needs a bonus of four or better to strike regardless of the die roll, because a Natural 20 is ALWAYS a critical strike! I recommend following the example ofPF2 and HU2 in this regard and completely discarding the rule.]
[I'd also like to present the following change to Critical Strikes, since it seemed many people like this version:
Called Strike: A "Called Strike" is an aimed strike that homes in on a specific part of a larger target such as the head, hand, weapon, arms, legs, weak points, etc., of a person. To make a called strike, the player must "call" or "announce" his character's intension; i.e. "I'm going to kick him in the groin."
In Martial Arts, this typically refers to an attack against a specified "vital point" of the target. Since martial artists typically study where these vital spots are and how to successfully strike them, they are more adept than the average person at hitting these spots. A style that possesses the Called Strike modifier allows the character to do critical damage to his opponent by directing an attack against a particular part of the opponent. In game terms this works similar to a Critical Strike, HOWEVER, there is one big difference. A Critical Strike is a lucky blow dependent on a Natural Roll to succeed (i.e. the dice do the work, not the character, meaning that the strike is based on luck, not skill), a Called Strike achieves the same effect, but is based on the character's skill, not luck (to the same degree at least). This modifier allows the character to call a strike against an opponent's weak spot/vital target and do double damage. To succeed, the character's Strike RESULT must be equal to or greater than the required target number
NOTE: This basically replaces lowered numbers for Critical Strikes that appeared in the original edition. A lot of thought went into how to make attacking vital points work in Palladium's system. The result was the replacement of those "you get more lucky as you get more experienced" modifiers with a "as you get more skilled, you become a hell of a lot more deadly in combat" system. Basically everyone still gets a Critical Strike on a Natural 20. This represents luck, and anyone can get lucky. However, martial arts no longer provide lowered natural target numbers (i.e. Critical Strike on a Natural 18, 19, or 20). As they advance in level. Now they provide the Called Strike option, with lowered target numbers (all start at 20) resulting in strike rolls to which their bonuses can be factored in to achieve critical damage. That's right a character with a Called Strike of 20 can roll an 18 or whatever, and if his strike RESULT (that is roll with bonuses added) is equal to or greater than 20, gets to do critical (double) damage. Unlike other Critical Strikes, a natural roll (i.e. normal Critical Strike) doesn't add to the damage multiplier (so if, instead of an 18 plus bonuses, the character rolls a natural 20, they still only do double damage, not triple damage).]

Death Blow: There are a few changes with this modifier, although only some will be dealt with here. HU2, PF2, the RGMG, and AtB2 all list a new form of Death Blow, which when presented without limitation, allows the character to be successful, not on a Natural Number, but simply by successfully striking the target. This Death Blow costs two attacks instead of the normal one, however, a little punctuation difference in HU2 (a period instead of a semi-colon) means that all the Death Blows in HU2 cost two attacks. Another interesting thing to note is that although this note included in AtB2 and PF2, none of the hand to hand styles have a Death Blow that doesn't require a natural number. [While I like the inclusion of the unrestrained or limitless Death Blow rules, its inclusion in to hand to hand forms and martial art styles should be taken into consideration (especially with several N&S styles missing their required natural numbers for Death Blow).]
HU2, AtB2, and the RGMG (and Systems Failure) also have new notes. The first states that Death Blow can only be used with punches, kicks, and hand-held weapons and is not applicable to thrown or missile weapons. The second note (which can't be found in the RGMG, though it can in HU2, AtB2 and SF) states that Death Blow does not work through armor, meaning the armor must be removed or penetrated (by rolling above the A.R., in cases of Natural A.R. the roll must be higher than the A.R. to affect Hit Points, but even if below the A.R., it still does S.D.C. damage).
Another thing of interest are the notes in PF2 and the RGMG about the differences between Human vs Human and MD creature vs MD creature (in the RGMG) and Death Blow against supernatural beings and creatures of magic (in PF2). Here, the death blow does double damage plus P.S. bonus against the creature, and prevents them from bio-regenerating for ID4 hours. However, there are some limitations on this. In PF, this death blow does not work on undead or unliving creations of magic (golems and living statues). In the RGMG, the death blow does not work against robots, cyborgs, or power armor, unless the MD attacker is making a called shot to the head or power supply, in which case, double damage is inflicted to that part of the robot/cyborg/power armor.
New Note: Systems Failure also includes the unrestrained/without limitation Death Blow (with the same period instead of a semi-colon that HU2 has), with it available to the hand to hand styles therein. For older games (revised Heroes Unlimited, revised TMNT, Robotech, Sentinels, and Macross II) a different method of Death Blow was used. In these older systems, the Death Blow was an automatic kill. Successfully rolling with this death blow reduced current S.D.C. and Hit Points by half.
Update Note: BTS2 adds a note that Death Blow vs Human doesn't work on ghosts, spirits, ethereal beings, energy beings, or Astral Travelers/Beings, nor robots or other machines.
[I'm personally going with an entirely different way of handling death blows, one that incorporates many more variables and resulting actions, using the following replacements:
Death Touch: An automatic kill. A Death Touch must be announced before rolling the Strike. This attack requires a Natural Roll (usually 20) to succeed and counts as two attacks. This attack cannot be performed as a Sneak Attack or Attack from Behind. The attack can only be done by punches, kicks, or other, unarmed hand to hand blows and cannot be done through armor, the armor must be removed or penetrated (the strike must be above the A.R. ...requiring two different strike rolls against targets wearing armor, one to penetrate the armor, one to successfully inflict the Death Touch). The actual effect is the immediate stopping of the heart. In other words, it simulates a missive heart attack. An unsuccessful Death Touch does 1D6 damage (plus an P.S. or other damage bonuses). The defender can only attempt to survive by dodging or parrying (must equal or better the attack roll with a natural, unmodified, die roll to parry or dodger?)) and/or by trying to roll with death touch (must roll over the attacker's strike). If the defender is not killed then the current S.D.
C. and hit points are reduced to half. If CPR-type resuscitation is available, the victim may be mobile in less than an hour. Roll to save vs coma/death.
Death Strike: A special attack designed to kill an opponent in one or two strikes! Potentially, an automatic kill because the attack inflicts double damage (plus damage bonus) direct to hit points (no S.D.
C. damage). A Death Strike must be announced before rolling the Strike. This attack is often limited in hand to hand combat to the roll of a "natural" strike number; I. e. death strike on a natural 19 or 20. This attack can be used with punches and kicks or hand-held weapons such as swords, clubs, etc. It is not applicable to bow and arrows, thrown weapons or guns and does not work through armor; the armor must be removed or penetrated (the strike must be above the A.R.). This attack uses one attack per melee. All unsuccessful Death Strike does 1 D6 damage. The defender can only attempt to survive by dodging or parrying (must equal or better the attack roll with a natural, unmodified, die roll to parry or dodger?)) and/or by trying to roll with death strike (must roll over the attacker's strike).
Death Blow: A special attack designed to kill an opponent in one or two strikes! Potentially, an automatic kill because the attack inflicts double damage (plus damage bonus) direct to hit points (no S.D.C. damage). A Death Blow must be announced before rolling the Strike. Unlike a Death Strike, this attack does not require a natural number to succeed, but, such a devastating attack counts as two melee attack/actions. This attack can be used with punches and kicks or hand-held weapons such as swords, clubs, etc. It is not applicable to bow and arrows, thrown weapons or guns and does not work through armor; the armor must be removed or penetrated (the strike must be above the A.R.). An unsuccessful Death Blow does ID6 damage. The defender can only attempt to survive by dodging or parrying (must equal or better the attack roll with a natural, unmodified, die roll to parry or dodge(?)) and/or by trying to roll with death touch (must roll over the attacker's strike).
Death Blow from Behind: Another special attack, this one is commonly called a back stab or assassin's strike. A Death Blow from Behind means a sneak attack that automatically inflicts double damage (plus damage bonus) direct to hit points (no S.D.
C. damage) if successful. A Death Blow from Behind must be announced before rolling the Strike. This attack can be used with punches and kicks or hand-held weapons such as swords, clubs, etc. It is not applicable to bow and arrows, thrown weapons or guns and does not work through armor; the armor must be removed or penetrated (the strike must be above the A.R.). This attack uses one attack per melee. This attack can only be done as the first sneak attack of the melee round. This attack uses one attack per melee. An unsuccessful Death Blow from behind does 1 D6 damage. As a sneak attack, a Death Blow from Behind is contingent on the attacker sneaking up behind (prowl) the opponent. If the foe does not discover the attacker, then the sneak attack is successful. The sneak attacker always has initiative, and the defender is not able to defend against the first strike of the sneak attack.)

Jump Kicks: There are some serious changes, so I'll just list the different damages. [OK, we know this is a critical strike, but I have never been fond of Palladium's idea that double damage should require you to roll twice as many dice as you normally would. In addition, the confusing application in HU2 seems somewhat pointless, except to give us the idea that 6D6 is the critical amount of damage. Another thing, and this is a more general complaint of sorts concerning the hand to hand damage differences in general, is how these attacks are now doing more than melee weapons. I don't see Bruce Lee doing more damage on a kick than a two-handed sword that cleaves the body in two.]
N&S HU2 PF2 RGMG AtB2 BTS2
Jump Kick 1D8* 3D6*

/6D6

6D6 6D6 No

Damage

Given

Not Present
Flying Jump Kick 1D10* 4D6 4D6 4D6
Flying Reverse

Turning Kick

2D6* NA NA 4D6

*Denotes that this is a Critical Strike

Kicks: Most of the kick damages remained the Same, although there are a few notable changes, especially on the Roundhouse Kick, Wheel Kick, and Axe Kick which have all been revised to do more damage than they did originally. [See above note about hand to hand damages in general.]
Fun Note: In some later books, the same kick is listed with two (or more) different damages between the Combat Terms (CT) listing and Hand to Hand Skills (HTH) entries.

N&S HU2 CT HU2 HTH PF2 CT PF2 HTH RGMG CT RGMG HTH ATB2 CT ATB2 HTH BTS2 CT BTS2 HTH
Kick Attack 1D8/2D4 2D4 NA 2D4 NA 2D4 1D6 OR 2D4 2D4/1D8 1D6 1D8/2D4 1D8
Snap Kick 1D6 1D6 1D6 1D6 1D6 1D6 1D6 NA NA NA NA
Roundhouse Kick 2D6 3D6 NA 3D6 NA 3D6 3D6 NA NA NA NA
Wheel Kick 1D10/2D4+2 2D6 NA 2D6 NA 2D6 NA NA NA NA NA
Crescent Kick 1D10/2D4+2 2D4+2 NA 2D4+2 NA 2D4+2 NA NA NA NA NA
Axe Kick 1D10/2D4+2 2D6 NA 2D6 NA 2D6 NA NA NA NA NA
Backward Sweep No Damage No Damage NA No Damage NA No Damage No Damage NA NA No Damage No Damage
Tripping/Leg Hook No Damage No Damage NA No Damage NA No Damage NA NA NA No Damage NA
Average Human Kick Attack NA 2D4 NA 2D4 NA NA NA NA NA 1D8/2D4**** NA
Karate Kick Attack NA 2D6 2D4 2D6 2D4 2D6 1D8/2D4 OR 2D6 NA 1D8/2D4 2D6 NA
Karate Kick NA NA NA NA NA NA NA 2D6 NA NA 2D6
Barefoot Kick NA NA NA NA NA NA NA 1D6 NA NA NA
Untrained Kick** NA NA NA NA NA 1D4 NA 1D4 NA NA NA
"Automatic" Kick Attack* NA 2D4 -- 2D6 -- 1D8/2D4 -- NA -- 1D8/2D4***** --
Power Kick NA NA NA NA NA X2 Damage NA X2 Damage NA X2 Damage NA

* Denotes the kick presented by the Acrobatics and/or Gymanstics Skill. In PF2 this is a "Kick Attack."
**Under the combat term "Kick Attack" in ATB2, the terminology "karate-style kick" is used for this attack, however it mentions that this is the damage for untrained characters.
***In HU2, RGMG, ATB2, and PF2, "Karate Kick Attack" is described under the HTH Combat skills as "karate-style kick."
**** As "Kick Attack (basic/average)"
*****As of Splicers (including BTS2 AND RUE), this kick has been rendered an obsolete entry by the standard "Kick Attack" damage.

Knockdown: There has been little change to the way Knockdown works, however, later books, particularly the RGMG and AtB2, Knockdown receives its own entry rather than being presented under another entry. It is interesting to note that those two books also refine the rules for knockdown, giving additional penalties and conditions for knockdowns, such as falling, getting struck by a fast, heavy vehicle, or falling or getting knocked back dozens of yards/meters and including a 65% chance of being knocked out when traveling over 100 feet. The revised knockdown rules do note that the character takes ID6 damage for every 20 feet traveled, interesting when compared to Falling damage mentioned later. [Normally, I would have no problem with this damage for getting knocked backwards, however, since it is the listed damage for "falling or getting knocked back", I think it needs a bit more work. A simple solution would be to eliminate the word 'falling' in relation to this damage and simply list the damage for falling or refer to it.]

Knockout/Stun: This has been one of the most ambiguous modifiers to damage, especially when you consider that while there are two possible end results for this modifier, there is often no way to determine which one goes into effect. N&S treats this solely as a stun, where the victim is unable to attack or take action and is -4 to Parry and Dodge for 1D4 Melee Rounds. HU2 does give a method for determining whether or not the victim is unconscious or stunned (by having them roll above a 15 on D20, with P.E. bonuses [What P.E. bonuses?]), and the amount of time the KO/Stun lasts remains the same, however, the penalties for being stunned become the loss of two attacks and all combat bonuses being reduced by half. PF2 doesn't even provide penalties for being stunned, but does use the same ID4 Melee Rounds of effect. The RGMG and AtB2 are the vaguest yet, with no rules for any of the effects or even how long the effect(s) last. [OK, stun is fairly well treated, but what are the penalties/situational modifiers for being Knocked-Out?]
Something else of interest is that successfully Rolling (with Punch/Fall/Impact) against a Knockout/Stun results in double damage, though no knockout or stun occurs. I figure this is because the natural number typically needed to perform a successful KO/Stun means the target would normally suffer from a Critical Strike, however I dislike the idea that a failed attack attempt (sure it still hit the target, but the intended effect was blunted) does more than normal damage.

Leap Kick: This is a new combat move, introduced in Splicers. Evidently it replaces both the Jump Kick and the Leap Attack, however the Leap Attack is still mentioned in Splicers (though not otherwise present) and the damage in Splicers has two values; 3D8 under the combat terms description and 3D6 where it appears in several hand to hand combat skill entries. BTS2 fixes the variable damage, establishing it as 3D8. Also changed is that this move only costs two attacks, rather than all the attacks Jump Kicks and Leap Attacks typically use up (excepting the HUGMG's cost of 4 attacks in the super-brawl rules).

Punches and other Strikes: Punches varied even more wildly than kicks, with differences between the original Knife Hand, Back Hand, Palm Strike, and Elbow/Forearm. Power Punch on the other hand becomes and entirely different attack in Non N&S games.
Splicers and BTS2 use an even more vague addition of "Martial Arts" to the standard "Karate Strike/Punch" and breaks down backhand attacks into average and martial arts versions. Also, according to the description of "Karate Kick Attack" anyone can now do a Knee strike.
[One would tend to think that the N&S Power Punch equates to the Karate Strike/Punch, however, a quick look at the damages the RGMG gives for Knife Hand, Palm Strike and the Karate Strike/Punch quickly disabuses one of that notion. Personally, I think a little redefining/renaming of the N&S Power Punch and Karate Strike/Punch would help clear up any problems when using the system. See above note about hand to hand damages in general.]

N&S HU2 PF2 RGMG AtB2 BTS2
Human Fist(Punch) 1D4 1D4 1D4 1D4 NA 1D4
Knife Hand 1D6 NA NA 2D4 NA NA
Power Punch 1D10 X2 Damage X2 Damage X2 Damage X2 Damage X2 Damage
Backhand 1D4 1D6 1D6 1D6 1D4 NA
Backhand Strike (average) NA NA NA NA NA 1D4
Backhand Strike (martial) NA NA NA NA NA 1D6
Palm Strike 1D6 NA NA 2D4 NA NA
Karate Strike/Punch NA 2D4 2D4 2D4 2D4 NA
Karate/Martial Arts Strike/Punch NA NA NA NA NA 2D4
Bare Hand Punch NA NA NA NA 1D4 NA
Knee 1D6 1D6 1D6 1D6 1D6 1D6
Elbow 1D6 1D6 1D6 1D6 1D4 1D6
Forearm 1D6 1D6, 1D6 1D6 1D4 1D

Miscellaneous Damage: There is a basic damage table included under the damage entry in many of the books, however there are some differences. [OK, this is a more general complaint, but why is it weapon damages are scattered through out every book...weapons have damages listed in the attribute section, skills section, hand to hand combat description, and the weapons section...what is up with that?]

N&S HU2* PF2* RGMG AtB2 BTS2
Blackjack 1D6 NA NA NA 1D6 NA
Bull-Whip 1D8 NA NA NA 2D4 (or 1D8) NA
Thrown Small Object 1D4 NA NA 1D4 or 1D6 1D4 1D4 or 1D6
Falling 1D6 per 10ft NA NA 1D6 per 10 feet 1D6 per 10 feet 1D6 per 10 feet
Collision 1D8 per 10mph NA NA 2D4 per 10mph 2D6 per 10mph 2D4 per 10mph
Smashing Through Glass 1D4 NA NA NA NA NA
Dropped or Thrown Large Objects 1D8 per 100lbs

1D8 per 40ft

1D4 per 4mph

NA NA 3D6 per 100lbs

+10 per 40 feet

2D6 per 100 lbs

+1D6 per story/20 feet

3D6 per 100lbs

+10 per 40 feet

Stepping on Caltrops NA NA NA NA 1 point each
NA

* Denotes that this information is not included in the Hand to Hand Combat Section.

Step 5: Defender attempts to Reduce Damage [Again, I dumped the incomplete wording.]
This section deals with the methods of reducing damage for those times when you just can't defend yourself against that attack. I will not, however be discussing saving throws here, as for the most part, they've remained consistent through the books, with only a couple of minor changes here and there.

Breakfall: Yes, this is the move that always starts out with, "Also known as Ukemi." In addition to those few changes mentioned earlier (which most likely result from Joint Locks not being included in any system other than N&S, even though Holds are), there only differences is that later books do not mention the Breakfall being able to be used against knockdowns.

Maintain Balance: This doesn't necessarily reduce damage per se (although the later additions to Knockdown in the RGMG and AtB2 would mean that a successful Maintain Balance roll would prevent damage), there are some things to take note of for this move. In N&S, Maintain Balance is an Escape Move used to keep the character on his feet, and as such is given a D20 combat bonus in some martial art styles. AtB2 introduces the concept of using one's Acrobatics or Gymnastics skill to try and maintain balance, and allows characters with no special balancing abilities an 20% chance of maintaining their balance (This popped up earlier in the Rifts Conversion Book, I believe, but only for characters with no special balancing skills). [Personally, while I applaud the idea of allowing physical skills to help you in combat situations, I find this method of doing it very clunky in terms of D20 based combat. I find that the notes under Nightbane's Perception rules about dividing the skill percentage by 15 and using the result as the modifier to be a much more practical solution, although characters with no special balancing abilities would not receive a + 1 to Maintain Balance because of their 20% chance in the skill system, they would roll an unmodified roll as normal]
[New Note: The Heroes Unlimited GMs Guide also introduces a method of applying Acrobatics or Gymnastics skills with Maintain Balance, however, unlike AtB2, it is done in a somewhat more simplified manner. It states that the roll is automatic, like a parry and does not use an attack (useful when compared to the uselessness of combat moves like Roll with Punch/Fall/Impact which takes an attack to use in an attempt to reduce damage). In this system, Acrobatics and Gymnastics add a +2 to Maintain Balance with an additional bonus of + 1 at levels 4, 8, 12, and 15. This note also adds bonuses to the hand to hand combat styles, with Hand to Hand: Basic and Expert receiving a + 1 and Martial Arts receiving a +2, with an additional bonus of + 1 at levels 6 and 12. The note also states that, "Most people would receive no bonus for the roll beyond any P.P. bonuses," which seems to indicate that the bonus for Strike, Dodge, and Parry provided by high P .P. scores also applies to Maintain Balance. There is also a note about failing a roll adding a penalty of -2 to all rolls until the character spends an action getting to their feet. I find this an interesting idea overall, though the lack of mention of Hand to Hand: Assassin and the use of P.P. bonuses makes it somewhat unreliable.]

Roll: Since this move, commonly used, is given a different description in many books (Roll with Punch/Fal1/Impact, Roll with Impact/Punch, Roll with Punch/Fall, Roll with Impact, and Roll with Fall), I will simply denote it by calling it a Roll here. However, this does not mean it should be confused with the Attack/Escape Move Roll which is used to move into and out of combat range. Roll has changed subtly over the years, while its still the same way to reduce damage from blunt blows, impacts, explosions, and falls, has changed how it reduces that damage. N&S is a prime example of this, originally in N&S, a successful Roll with a Death Blow resulted in loss of half the victim's remaining S.D.C. and Hit Points (this is a hold over from the days when a Death Blow killed the victim outright, rather than doing damage), later, in the Revised edition, this result is still listed in the Hand to Hand Combat Resolution description, but the entry for Death Blow lists it as reducing the victim's hit point damage by half. Later books change this to the loss of half the remaining S.D.C. or Hit points if all S.D.C. are gone (in HU2 and AtB2 and Systems Failure) or if S.D.C. is 12 or less (in PF2). Another change occurred more recently in AtB2 where Roll was changed so that a Natural 20 to Roll resulted in no damage (this includes not being KO/Stunned and not taking any damage from a Death Blow). [I find the newest successful Roll with Death Blow damage to be the most sensible, but I do not like the idea of a Natural 20 resulting in no damage, especially since the idea of this move is to reduce damage...the only two situations where I could see the victim not taking damage is when the attack is a KO/Stun or a Pull Punch.]
Also, in later books, starting with the RGMG, this combat move costs an attack to use, making it useless in combat with it's existing limitations. While N&S doesn't specifically state that this doesn't cost an attack to use, careful study of the entire combat system shows us that of the three damage reducing moves, only Breakfall, with it's superior damage reduction abilities lists the cost of an attack. This indicates that Roll with Punch/Fall/Impact as well as Maintain Balance do NOT cost an attack to use in combat (and as we saw above, it is later confirmed for Maintain Balance).
Interesting side note: While HU2 has some coverage of Roll in the steps of combat section, it's description in the combat move descriptions, including the standard limitation on "does not work against energy blasts, bullets, fire, bladed weapons, psionics or radiation," is missing.

Continuing the Combat [Here, I use the most common wording for this section, used in N&S and A TB2. Other systems use the wording, "Combat Sequence," such as PF2 and HU2. Systems Failure, oddly enough, uses neither, instead, it uses the much more confusing, "Step 1: Start all over again. "]
Unsurprisingly, Ninjas & Superspies has the most indepth, detailed description of this section to date. Almost all other books use a short paragraph instead of the paragraph and detailed example N&S provides. Some of the later books, notably HU2 and PF2, use an expanded combat sequence explanation, though nowhere near as detailed as N&S example. Systems Failure, with some differences (notably the section title listed above), uses a system quite similar to that of HU2.
Both Heroes Unlimited and Systems Failure also offer a paragraph called, "Combat Clarification on Group Combat" in this section, the details of which are covered above under Multiple Attackers.
Splicers and BTS2 flesh this section out further, however some new problems occur. The officially listed way to handle initiative is the highest result goes first, and everyone follows them in descending order. More on this later. The continuing the combat section here eliminates Step 5 of combat (unbelievably since it's listed right there in black and white directly above this section) making it an "Option to parry (or dodge)" and states that Step 5 is "Now it's the defender's time to return the attack..." and goes on to list repeating steps 2-4 of combat. Clearly this new combat sequence was written by someone who A) didn't know the existing combat system, B) couldn't read the damn writing on the page, and C) couldn't get an editor who knows how to edit.
Another interesting note in this section is the extreme change from only being able to do automatic defenses after one has run out of attacks in a melee round to you can now dodge, but lose attacks from your next melee round. This note originally appeared as a contradiction in the RGMG "FAQ" section, but is now an official (and officially stupid) part of the combat system [*gag*].
As mentioned above, Splicers and BTS2 add a section called "Spreading out combat among several pairs of fighters" which attempts to expand on how characters faced with multiple attackers is handled. In this section we are shown a method of handling combat which does NOT follow the official initiative sequence, but instead hops from one set of combatants to another, often giving that pair of opponents more than one set of actions (instead of the system where one person attacks and the person he attacks counters him, then play moves to the next pair, as seen in HU2). The justification for this is that it "creates a sensation of simultaneous action for all the players" yet it's pretty obvious that this method actually leaves most of the players doing nothing while one person hogs all the action.

Conclusion
OK, so that's the comparison of old and new. I may disagree with the way Palladium does some stuff, but as a I modify it to suit my games, this isn't much of a gripe session. Feel free to comment, ask questions, raise new points, and what have you.

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