REVISED MODERN COMBAT RULES FOR USE WITH GUN STYLES

Aimed Shot (costs 1 attack)

Aimed Short Burst: With this ability a character can fire a Short Burst with the same accuracy of an Aimed Shot. +3 to Strike, costs 1 attack.

Ambidextrous Training: The character can fire with left or right hands with equal facility.

Bursts
Semi-Automatic Weapon Bursts

By pulling the trigger several times in rapid succession, semi-automatic weapons and double action revolvers can fire a burst with the usual burst bonus to strike (+1).
Damage from Short Burst: Roll the damage dice for ONE round x2. Fires five (5) rounds. Uses up one attack. Can be fired at only one target.
Damage from a Long Burst: Roll the damage dice for ONE round x5 (not possibly with weapons having less than 10 rounds). Fires 10 (10) rounds. Uses up two attacks. Can be fired at only one target.
Damage from an Entire Magazine Burst: Roll the normal damage dice for ONE round x10 for clips with 30+ rounds, or ONE round x5 if the clip has 15 or less rounds. Shooting off the entire clip within a melee round is possible. 100% of the rounds are fired. Uses up four attacks that melee round. Can be fired at only one target.
Automatic Weapon Bursts
(does not apply to machine guns or gattling guns)
Damage from Short Burst: Roll the damage dice for ONE round x3. Fires five (5) rounds. Uses up one attack. Can be fired at only one target.
Damage from a Long Burst: Roll the damage dice for ONE round x7 (not possibly with weapons having less than 10 rounds). Fires 10 (10) rounds. Uses up one attack. Can be fired at only one target.
Damage from an Entire Magazine Burst: Roll the normal damage dice for ONE round x12 for clips with 30+ rounds, or ONE round x10 if the clip has 15 or less rounds. Shooting off the entire clip within a melee round is possible. 100% of the rounds are fired. Uses up three attacks that melee round. Can be fired at only one target.

Butt Stroke: This is a special attack where the victim is struck with the butt of a rifle, shotgun, or submachine gun.

Called Strike: A "Called Strike" is an aimed strike that homes in on a specific part of a larger target such as the head, hand, weapon, arms, legs, weak points, etc., of a person. To make a called strike, the player must "call" or "announce" his character's intension; i.e. "I'm going to shoot him in the groin."
In Martial Arts, this typically refers to an attack against a specified "vital point" of the target. Since martial artists typically study where these vital spots are and how to successfully strike them, they are more adept than the average person at hitting these spots. A style that possesses the Called Strike modifier allows the character to do critical damage to his opponent by directing an attack against a particular part of the opponent. In game terms this works similar to a Critical Strike, HOWEVER, there is one big difference. A Critical Strike is a lucky blow dependent on a Natural Roll to succeed (i.e. the dice do the work, not the character, meaning that the strike is based on luck, not skill), a Called Strike achieves the same effect, but is based on the character's skill, not luck (to the same degree at least). This modifier allows the character to call a strike against an opponent's weak spot/vital target and do double damage. To succeed, the character's Strike RESULT must be equal to or greater than the required target number. If the Called Strike fails, the attack completely misses the target. Costs Two Melee Attacks.
Called Strikes and Range: Reduce all Called Strike numbers by one step for each unit of range beyond short. For instance a character with a Called Strike of 18-20 would have 18-20 at short range, 19-20 at medium range, and 20 at long range.
NOTE: This basically replaces lowered numbers for Critical Strikes that appeared in the original edition. A lot of thought went into how to make attacking vital points work in Palladium's system. The result was the replacement of those "you get more lucky as you get more experienced" modifiers with a "as you get more skilled, you become a hell of a lot more deadly in combat" system. Basically everyone still gets a Critical Strike on a Natural 20. This represents luck, and anyone can get lucky. However, martial arts no longer provide lowered natural target numbers (i.e. Critical Strike on a Natural 18, 19, or 20). As they advance in level. Now they provide the Called Strike option, with lowered target numbers (all start at 20) resulting in strike rolls to which their bonuses can be factored in to achieve critical damage. That's right a character with a Called Strike of 20 can roll an 18 or whatever, and if his strike RESULT (that is roll with bonuses added) is equal to or greater than 20, gets to do critical (double) damage. Unlike other Critical Strikes, a natural roll (i.e. normal Critical Strike) doesn't add to the damage multiplier (so if, instead of an 18 plus bonuses, the character rolls a natural 20, they still only do double damage, not triple damage).

Coldcock: This is where a person bludgeons an opponent with the butt of his weapon. The character can inflict knockout attack on a target for 1D6 melees on a Natural roll. This attack must be declared before rolling to strike. This does not require the additional selection of W.P. Blunt.

Disarm Shot: Using a gun to shoot a weapon out of an opponent's hand requires an Aimed shot. The maneuver counts as one melee attack/action. Disarming an opponent does not mean the weapon falls into the hand of the character making the disarm move. True, the item is forced out of the victim's grasp, but it is either knocked away or falls to the ground. To disarm, roll to strike as usual - high roll wins. A failed disarming attack does no damage, but means one's opponent remains armed, is probably mad, and ready to strike back.

Double Tap: This allows the character to get off two (2) single shot attacks, in a single melee attack, at the same target, with half the usual Aimed Shot bonuses (rounding down). Both shots must be rolled. But there are some restrictions. First, the character must be within 10 feet (3m) of the target if using a pistol and 30 feet (9m) if using a submachine gun or rifle. Cannot be used with single action revolvers, or weapons that can only fire fully automatic. These ranges increase by +5 feet (1.5m) per level of experience if the character has a Weapon Kata with the weapon in question. Firing at a second target is possible, if they're near (within five feet) each other, but the second shot has no bonuses and a -6 penalty to Strike.

Drive-by: This allows the character to fire bursts (short, long, or entire magazine) from a moving vehicle and is equivalent to spraying an area without being considered shooting wild. Short Drive-by attacks can hit 1D4/2 people, Long Drive-by attacks can hit 1D4 people, and Entire Magazine Drive-by attacks hit 2D4 people. Hitting an innocent bystander is even more likely than with normal sprays, 50% for Short Drive-bys, 75% for Long Drive-bys, and 90% for Entire Magazine Drive-bys. +1 to strike. Short Drive-bys count as one attack, Long Drive-bys count as two attacks, and Entire Magazine Drive-bys count as three attacks. [NOTE: Hey, Shades of Eternity, looks like Drive-bys no longer cost one attack :p ]

Head Shot/Death Blow: This attack allows the character to target the head (or any other equally difficult target) and hit it with the equivalent of Death Blow, that is double damage directly to hit points. This can only be done with weapons which are capable of firing single shots. This attack must be declared BEFORE rolling to strike and success depends on the unmodified Natural roll. Requires two attacks.

Leading: This is the act of aiming in the path of a moving object so the shot will hit where the target will be, instead of aiming where it's currently at. The +3 bonus only offsets the standard penalty of -3 to hit targets moving slower than 40 mph (64 km). If the bonus exceeds the penalty to hit the moving target, the remainder of the bonus is negated and does not count as a bonus to hit.

Pinning Fire: When using Pinning Fire, the character is saturating an area with a controlled spray of shots. Anyone in that area not protected by cover is automatically hit, but a dodge is still possible. Consequently, an attack roll is still required for the benefit of the defenders' dodge rolls. The number of targets that can be hit can not exceed half the number of shots in the burst (i.e., a 10 shot burst of Pinning fire can not damage more than five targets). Pinning Fire can be maintained for as long as the weapon's ammo holds out. Damage: Equal to a single shot. No damage multiples are applicable from bursts. Area of Effect: A Short Burst can cover a 2 meter/yard wide area. A Medium Burst can cover a 3 meter/yard wide area, and a Long Burst (including rail guns) can cover a 7 meter/yard wide area.

Pistol Whip: This is a special attack where the victim is slapped with the barrel of a pistol or revolver.

Pulled Shot. The ability to shoot to nick or wing, doing minimal damage; as little as one point of damage, never more than 40% of the usual damage. Typically performed to intimidate or warn an opponent, or to show off or have a little fun.

Ranged Combat modifiers:
Concealment Modifiers If the target is small or partially obscured by other people, obstacles, ground cover, smoke, etc., the shooter is -4 to strike. If the target is only barely visible (protected by dense cover) and only a tiny part of him can be seen for a second at a time, the penalty is be increased to -6.
Cover Modifiers:
Target is mostly exposed -2
Target is half exposed -3
Target is mostly under cover -6
Target is barely visible -8
Target is completely covered must shoot through object
Small Targets/Called Shots: Small, difficult targets: typically -3 to strike. Aiming for an arm, the character is -3 to strike, and -2 to strike the leg. Striking a small moving target like the hands and feet then the attacker is -4 to strike. Striking the head, neck, or groin is difficult and the attacker has a -5 to strike. To strike a tiny unprotected area of an otherwise covered head/face (armor with an A.R. of 20), the attacker is -8 to strike.
Moving Targets: Target moving up to 40mph, running or leaping: No bonuses and -3 to strike.
Target moving 40mph+: No bonuses and the nearest speed class available to the target's speed, rounding the speed up to that speed class, determines the penalty. Examples; A target moving 50mph would be a speed class of 4, providing a -4 penalty to strike. A vehicle moving 600 mph would have a -26 penalty to shoot!
Shooting at someone mounted on a galloping horse is even worse; No bonuses and -8 to Strike the rider, but only the usual -3 if you want to aim for the horse itself.
Range, Point Blank: Strikes that are point blank (10ft or closer),automatically hit if the target is immobile (unconscious or tied up people, doors, etc.). Otherwise the shot needs five and better to hit.
Range, Melee: Shots (11feet to 60 feet) require five or better to hit.
Range, Short: Shots (61 to 200feet) require 8 or better to hit.
Range, Medium: Shots (200 to 500 feet) require rolls of 12 or better to hit.
Range, Long: Shots (500 feet to listed range of weapon) require rolls of 16 or better to hit.
Range, Beyond Effective Range: Can be attempted up to 30% farther than the Maximum Effective Range of any given weapon, but the shooter suffers a penalty depending on the type of weapon being used:
Firing beyond a black powder weapon's effective range: Arquebus, Matchlock and Wheel-lock it's only possible to get an extra 20 feet (6. lm), and then with a penalty of -8 to Strike and do only half damage. Black powder pistols, no matter what type, have a - 5 to Strike and a - 4 to Damage for the first 25 feet of extra range; the next 25 feet of extra range have a - 12 to Strike and - 10 to Damage, beyond that the bullet will be ineffective. All other black powder rifles have a - 5 to Strike and - 3 to Damage for every extra 25 feet beyond the effective range.
Firing beyond a weapon's effective range is possible but incurs a -2 penalty to the shot for every 25 feet (7.6m) beyond the effective range for bullet and other modern projectile weapons.
Firing beyond a weapon's effective range is possible but incurs a -1 penalty to the shot for every 25 feet (7.6m) beyond the effective range for energy weapons.
Shooting Down: Anyone firing down at earth-bound targets is at a natural advantage. Weapons fired down have double range, because gravity is helping to pull down the projectiles. There are no penalties for shooting down, except for normal distance modifiers. *Note: Energy weapons (with the exception of rail guns) are not affected by gravity.
Shooting Up: Characters on the ground are at a great disadvantage when shooting up. Everything, from gravity to the strange trajectory of the bullets, to distance, conspires against the ground-based shooter. Weapons firing up have only one half their normal range, because the bullets are fighting gravity. All shots made from the ground are at -4 to Strike penalty. *Note: Energy weapons (with the exception of rail guns) are not affected by gravity.

Rapid Reload: Rapid Reload allows a character to change magazines and attack in the same melee action. The attack counts as a Wild Attack, but this does not use two melee actions.

Shooting Blind: The usual penalty for shooting blind (-10 to strike) is half (-5 to strike). Penalties for striking invisible targets are also half.

Snap Shot: This is the ability to pop out from behind cover, fire either a short burst/pulse, or an Aimed shot with half bonuses, and return to the safety of cover, all in one melee attack. Not considered a Wild attack.

Speed Load: Basically this is an improved version of Rapid Reload. The character can reload and attack in a single melee action with no penalties and still retain HALF of all applicable bonuses to hit.

Walking Aim: Characters with this ability may walk at a fast pace (1/4 Speed max.) and still fire an Aimed shot with full bonuses and no Wild Shooting penalties.

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