Hand to Hand Damages

By: Danzig
Created on: June 3, 1999

I personally do not like the way supernatural HTH damage is calculated in Palladium games. I prefer to have supernatural damage work in basically the same way as normal P.S. damage.

Hand Strikes

This is the first part of a set of tables. This covers hand strike damage for normal, extraordinary, superhuman, and supernatural P.S. Let me know what you think.

Attack Normal Extraordinary Superhuman Supernatural
Back Hand 1D4 1D6 1D8 2D6
Black Tiger Claw 1D6+4 1D8+4 1D10+4 2D8+4
Claw Hand 1D6 1D8 1D10 2D8+4
Combination Grab/Head Bash 2D6 2D8 3D6 5D6
Crane Fist 1D8 1D10 2D6 3D6
Double-Fist Punch 2D4 1D10 2D6 3D6
Double-Knuckle Fist 1D8 1D10 2D6 3D6
Duo-Claw Strike 2D6 2D8 3D6 5D6
Duo-Knuckle Strike Stun Stun Stun Stun
Eagle Claw Hand 2D6 2D8 3D6 5D6
Fingertip Attack 1 1D2 1D4 1D6
Fore-Knuckle Fist 1D6 1D8 1D10 2D8
Gou Combination 3D6 4D6 5D6 1D4x10
Gou Grip 1D4 1D6 1D8 2D6
Gou Strike 2D6+2 2D8+2 3D6+2 5D6+2
Human Fist (untrained) 1D4 1D6 1D8 2D6
Knife Hand 1D6 1D8 1D10 2D8
Knife Hand Knock-Out Knock-Out Knock-Out Knock-Out Knock-Out
Lau 1D4 1D6 1D8 2D6
One-Hand Choke 1D6 1D8 1D10 2D8
Overhead Fore-Knuckle Fist 1D10 2D6 2D8 4D6
Palm Strike 1D6 1D8 1D10 2D8
Power Block/Parry/Claw 1D6 1D8 1D10 2D8
Power Punch 1D10 2D6 2D8 4D6
Push Open Hand 1D6 1D8 1D10 2D8
Rotary Palm Strike 1D6 1D8 1D10 2D8
Roundhouse Strike 1D8 1D10 2D6 3D6
Strike (punch) 1D4+1 1D6+1 1D8+1 2D6+1
Two-hand Push Stun Stun Stun Stun
Uppercut 1D8 1D10 2D6 3D6

Kick Attacks

Attack Normal Extraordinary Superhuman Supernatural
Axe Kick 1D10 2D6 2D8 4D6
Backward Sweep 0 0 0 0
Crescent Kick 1D10 2D6 2D8 4D6
Flying Jump Kick x3 x3 x3 x3
Flying Reverse Spinning Kick 2D6 2D8 3D6 5D6
Flying Reverse Turn Kick x4 x4 x4 x4
Jump Kick x2 x2 x2 x2
Kick Attack 1D8 1D10 2D6 3D6
Roundhouse Kick 2D6 2D8 3D6 5D6
Shin Kick 1D6 1D8 1D10 2D8
Snap Kick 1D6 1D8 1D10 2D8
Sweep Kick 1D4 1D6 1D8 2D6
Tripping/Leg Hook 0 0 0 0
Wheel Kick 1D10 2D6 2D8 4D6
Butjapgo Chagi (hand/kick) 1D6/2D6 1D8/2D8 1D10/3D6 2D8/5D6

Misc. Attacks

Attack Normal Extraordinary Superhuman Supernatural
Body Block/Tackle 1D4 1D6 1D8 2D6
Body Flip/Throw 1D6 1D8 1D10 2D8
Choke 1D6 1D8 1D10 2D8
Chuk 2D6 2D6 2D6 2D6
Crush/Squeeze 1D4 1D6 1D8 2D6
Elbow 1D4 1D6 1D8 2D6
Forearm 1D4 1D6 1D8 2D6
Knee 1D6 1D8 1D10 2D8
Neck Hold/Choke 1D4 1D6 1D8 2D6
Pistol Whip 1D8 1D10 2D6 3D6

Note on 2D6: Palladium suffers a lack of 1D12 usage. Personally, I recommend using 1D12 in place of 2D6 for martial arts attacks.

Rifts note: In Rifts, or other magic-rich areas, beings with Superhuman P.S. inflict M.D. equal to the damage listed for Normal P.S., plus their damage bonus from high P.S. ( i.e., a superhuman P.S. of 20 provides a +5 M.D. bonus ). Supernatural P.S. inflicts M.D. using the damage listed for Superhuman P.S., plus the damage bonus from a high P.S. ( 20 P.S. grants +5 M.D. )

Hand-To-Hand-Damages.php -- Revised: January 27, 2021.