Note - this is effectively the same as it always has been with the one notable exception: that actions are not tied to your HTH training.
Throwing a punch, lashing out with a kick, or swinging a sword or using another melee weapon to attack typically uses one action to do.
Each character may have a specific HTH type (Basic, Judo, Ninjutsu, etc)
Your HTH ability will stack with the using of weapon proficiencies as well as with any PP bonus you may have.
Basic target number needed to successfully strike is a 5 or more.
Most HTH training types will be left relatively unchanged with just the removal of the attacks per melee but many may see additions put in.
Until they are rewritten in more detail, just use the various HTH Combat Training styles as published ignoring the references to attacks per melee.
Also, you CAN aim with a melee attack AND make a "called" shot. Same penalties and bonuses as Ranged Combat
No Hand-to-hand training:
Can throw a basic punch at -1 damage and a basic kick at -2 damage due to lack of training.
This is akin to self taught/street fighting. Especially if the character also takes WP Unarmed Combat (see below).
New "Ancient Weapon Poficiency"
WP Unarmed Combat
Specializing in using your hands an feet as weapons. +1 to strike at levels 1,3, 6, 9, and 12. +1 to dodge at levels 2, 6, 10, and 14. +1 to parry at levels 1, 2, 4, 7, 9, and 13. +1 to entangle at levels 2, 4, 7, 10, and 13. These bonuses do not stack with other weapon proficiencies, just with HTH combat training.
Note bonuses from Weapon Proficiencies stack with HTH Combat training
Combat Moves
This is a fairly extensive list of things a person can do in hand-to-hand combat. What they are capable of will be determined by their hand-to-hand combat training. See page 344-347 of RUE, pages 27-31 of RGMG, or pages 126-133 of N&SS, in addition to what is listed.
Hand/Arm Strikes
Backhand – Normal equal to a Basic Punch
Backhand – Martial Arts PS damage x1.5
Basic Punch - see PS table
Martial Arts Punch - PS damage x2
Elbow/Forearm - PS punch x1.5
Four Knuckle Fist - See PS punch damage x1.5
Double Knuckle Fist - See PS punch damage x2
Fingertip Attack - N&SS
Claw Hand - See PS punch damage x1.5
Double Fist Punch - See PS punch damage x2
Knifehand - See PS punch damage x2
Palm Strike - See PS punch damage x2
Pull Punch - See PS table
Foot/Leg Strikes
Kick-Normal - See PS table
Kick-Martial Arts - See PS damage x1.5
Knee - Same as PS kick damage
Leap Kick - Same as PS Kick damage x3
Backward Sweep - RUE
Trip/Leg Hook - RUE
Power Kick - PS Kick damage x2
Roundhouse Kick - See PS kick damage x2.5
Snap Kick - See PS kick damage
Wheel Kick - See PS kick damage x2
Drop Kick - See PS kick damage x3
Crescent Kick - See PS kick damage x2
Axe Kick - See PS kick damage x2
Jump Kick - See PS kick damage x6
Flying Jump Kick - See PS kick damage x2
Flying Reverse Turning Kick - See PS kick damage x2
Locks/Joint Holds
Arm Hold - RUE
Leg Hold - RUE
Body Hold - RUE
Neck Hold - RUE
Grab Attack - N&SS
Joint Lock - N&SS
Choke Hold - N&SS
Other Moves
Back Flip - RUE
Back flip Escape - RUE
Back flip attack - RUE
Body Block/Tackle - Same as PS punch damage
Body Flip/Throw - Same as PS punch damage x1.5
Paralysis Attack - N&SS
Crush/Squeeze - See PS table punch damage
Leap Attack - N&SS
Disarm - RUE
Deathblow - RUE
Breakfall - RGMG
Cartwheel - RGMG
Entangle - RUE
Knockdown - RUE
Knockout/Stun - RUE
New "attack" type: Flurry. This is essentially a "burst" for melee attacks since it a flurry of quick attacks in rapid succession. Receive a +2 bonus to your attack roll but it also takes 2 attacks to normal damage with your attack. This can be applied to both Hand-to-Hand combat and melee weapon attacks.