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.
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.
Hand/Arm Strikes
Backhand – Normal
Backhand – Martial Arts
Basic Punch
Martial Arts Punch
Elbow/Forearm
Four Knuckle Fist
Double Knuckle Fist
Fingertip Attack
Claw Hand
Double Fist Punch
Knifehand
Palm Strike
Pull Punch
Foot/Leg Strikes
Kick-Normal
Kick-Martial Arts
Knee
Leap Kick
Backward Sweep
Trip/Leg Hook
Roundhouse Kick
Snap Kick
Wheel Kick
Drop Kick
Crescent Kick
Axe Kick
Jump Kick
Flying Jump Kick
Flying Reverse Turning Kick
Locks/Joint Holds
Arm Hold
Leg Hold
Body Hold
Neck Hold
Grab Attack
Joint Lock
Choke Hold
Other Moves
Back Flip
Back flip Escape
Back flip attack
Body Block/Tackle
Body Flip/Throw
Paralysis Attack
Crush/Squeeze
Leap Attack
Disarm
Deathblow
Breakfall
Cartwheel
Entangle
Knockdown
Knockout/Stun