Hand to Hand: Gunmaster
By Brett Hegr

This combat form teaches basic hand to hand combat tactics, but also includes extra training and techniques for the use of firearms. Emphasis is also placed on training the reflexes and natural speed of the character. This combat skill does not take the place of W.P. Sharpshooting (pg. 15 of the RiftsR Conversion Book One) by any means, but the bonuses are compatible. Sharpshooting is an extreme specialization in the use of one kind of firearm (or more, with multiple skills). This combat form is an emphasis on general shooting principles and the use of firearms for more than just shooting. The bonuses of sharpshooting and W.P. skills can be combined with this art form. This combat form is found mostly among people with formal military training, but it is also cropping up as a mercenary's fighting style. Rumor has it that a man from another world brought with him knowledge of a martial art form that integrated firearms into basic combat, and that he was employed by a mercenary outfit to teach them the basics. The extent of truth in this tale remains unknown.

Skill Cost: Equivalent to Hand to Hand: Expert. In contemporary genres that do not use the O.C.C. system, this combat skill can be purchased with one physical skill from the physical skill program or with two secondary skills.
Skill Requirements: At least two modern W.P.s, one of which has to be a pistol W.P.
Attribute Requirements: P.P. of 10
Techniques Known at First Level: Automatic parry, dodge, disarm, and roll with punch/fall/impact. The only attacks known are a punch (1d4 damage) and a snap kick (1d6 damage, a low and fast kick). At the cost of an extra secondary skill, the character can learn a kick attack (1d8 damage), power punch, and power kick to improve his physical combat abilities. The strike and parry bonuses can be used with the punches and kicks, or when using a weapon to bludgeon (1d6 damage for pistols and 1d8 damage for rifles) or parry. The character also has an automatic knockout/stun attack from behind using a firearm, a cold-cock to the back of the neck that renders the victim unconcious for 1d4 minutes. Note that augmented humans, some D-Bees, and most supernatural creatures may not be affected by this.

Bonuses: +1d4 to Spd, +1 to P.P., and +1 on an aimed strike with firearms that the gunmaster doesn't have a W.P. for.

Level Advancement Bonuses
Level 1: Two attacks per melee, +2 to parry, +2 to dodge, and +1 to roll with a punch/fall/impact.
Level 2: +2 to strike (with hand attacks).
Level 3: +1 attack per melee.
Level 4: +1 on initiative and +2 to disarm.
Level 5: Critical strike on an unmodified roll of 18 to 20 (applicable only to attacks with firearms).
Level 6: +1 to strike and +1 to parry when using a firearm as a blunt weapon (not applied to shooting the weapon).
Level 7: +1 to parry, +1 to dodge, and +1 to roll with a punch/fall/impact.
Level 8: Dual gun use - A special ability that only a proficient gunmaster can do well. By holding a pistol in each hand, a gunmaster can shoot twice at one target with one strike roll and his standard W.P. strike bonus. Or, he can fire at two different targets with two separate strike rolls and half his standard W.P. strike bonus. No other training or augmentation strike bonuses (like those from this combat form and targeting sights) can be used. Bonuses inherent in the weapon are applicable. If the character is able to use a rifle one handed, two rifles can be used to do this also.
Level 9: +1 shooting attack - this is an extra attack per melee that can only be used to fire a gun.
Level 10: Critical strike from behind (double damage) when firing a gun and +1 attack per melee.
Level 11: Death blow (takes two attacks and a gun must be used - this is an extra careful aimed strike) and +1 on initiative.
Level 12: +1 to parry and +1 to dodge.
Level 13: +1 on an aimed strike and +1 on a burst strike with firearms that the gunmaster doesn't have a W.P. for.
Level 14: +1 shooting attack - this is an extra attack per melee that can only be used to fire a gun.
Level 15: Add +1 to aimed strikes and +1 to burst strikes when using guns that the gunmaster has a W.P. for.

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