The following are changes and additions to the 'Monster Island' combat rules.
Hand To Hand Attacks
Kaiju in 'Monster Island' have a range of hand to hand manuevers available to them. However a careful examination of them shows that some are better than others - indeed it is not worth performing some of them at all. Take Shove, for example. This has the same effect and penaties as a Grab followed by a Throw, and the Grab gives you the option to Squeeze the target as well. So there's no reason to ever perform a Shove. Ram and Piledriver have exactly the same effects, except that Piledriver knocks the target down and that Ram requires a 3" move into combat. There is no point in doing a Ram.
The following is a suggested change to make each manuever more unique and worth performing. Shove has been modified so that is easier than a Throw but does no damage. Piledriver has been changed so that it is just a Strike with extra damage, and Ram is now knocks the target down.
This gives the following chart:
| Penalty | Damage | Knock Down | Distance | Notes | |
| Strike | None | STR/2 | No | - | - |
| Grab and Squeeze | -2 | STR/2 | No | - | - |
| Grab and Throw | -2 | STR/2 | Yes | STR/2" | - |
| Ram | -2 | STR/2 | Yes | - | Must move at least 3" into contact |
| Piledriver | -2 | STR/2 + 1D6 | No | - | - |
| Shove | None | - | Yes | STR/2" | - |
Grabs
Spending points on Grab is highly cost-effective. It means the Grab does more damage, and is harder to break. Breaking out of a Grab is also quite hard if there is a differential of even one D6, which means that the manuever can be something of a battle-winner The rules are also unclear as to whether a kaiju can move whilst carrying another kaiju. These changes address these issues.
Hand-to-Hand points spent on Grab apply either to the STR damage or to the STR roll vs breaking free. So if you spend 1 point to upgrade Grab you may do +2D6 damage, do +1D6 damage and add 1D6 to the breakout roll-off or just add +2D6 to the breakout roll-off. How the dice are divided up should be decided when the kaiju is built.
A kaiju that has been grabbed may either make a strength roll to break free or may perform a Strike or Blast attack at -2. If the kaiju performing the grab is dazed then the hold is broken.
A kaiju that has another in a grab may move at half speed. A squeeze or throw counts as an attack. Dropping a grabbed kaiju takes no time at all.
Ram
A kaiju may ram at the end of a sprint move assuming that the last 3" are in a straight line to the target. Treat as a normal ram, but the attacking kaiju takes half of the damage inflicted (rounded up). Obviously toughness protects against this. e.g. Kharsa flies at 9". He does an 18" sprint move, ends in contact with Kajiro and attempts a ram. He hits and Kajiro takes 15 points of damage. Kharsa takes 8 points of damage.
Attack Bonuses
The +2 bonuses for attacking kaiju that are disadvantaged in some way should not be cumulative. Thus if you are attacking a kaiju that is dazed and also entangled you should still only get a +2 to hit, not a +4. This should apply to targets that are dazed, entangled, on the ground, attacked from behind or attacked by surprise. However the bonus earned by doing an Intimidation manuever does add to this, so if you have Intimidated and your opponent is on the ground you get a +4 to hit.