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.
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
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.
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.