Ranged Combat Comparison + Weapon Proficiency Expansion for Ranged Combat Comparison

Palladium's ranged combat system has evolved over the years, from its first appearances in games such as Mechanoids, Palladium Fantasy, TMNT, and Heroes Unlimited. The first benchmark of this change was the extremely in depth presentation in Palladium's Rifts Conversion Book (one). These ranged combat rules became the epitome for modern weapon rules in the Palladium Megaversal System. Evolution, namely revisions, changes, and additions on this involved ranged combat system, especially in Rifts, but later in games such as Heroes Unlimited 2nd Edition (HU2), After the Bomb 2nd Edition (AtB2), and the (in)complete presentation of canon rules in the Rifts Game Master Guide (RGMG) have changed the way that Palladium now handles hand to hand combat. Splicers (and BTS-2) have further revised the ranged combat rules. A few Rifter articles have also had an impact on the ranged combat rules. You might also note that this comparison is much smaller than the Hand to Hand Combat Comparison. This is primarily for two reasons, one, the Ranged Combat Rules are directly derived from Hand to Hand Combat, with several of the rules there applying to ranged weapons, and two, Hand to Hand Combat has had much more attention and material dedicated to it.

Note 1: Skills, especially weapon proficiencies and certain other skills, as well as several special abilities and their impact on ranged combat, will result in the discussion about how skills and changes therein now impact modern weapon combat.

Note 2: While M.D.C. plays a vastly more important role in ranged combat than hand to hand combat, there has been no real change in how the M.D.C. rules work, so they will not be covered (excepting where such rules are adapted for S.D.C. play in other games, such as missile rules).

Note 3: Occasionally, I will interject personal comments into this comparison, especially for areas where changes haven't been considered or explored in depth and for ideas affecting the game mechanics that may or may not change the way a particular combat ability is looked at.

Overall Combat System
Players will notice that combat has been divided into two categories: Hand to Hand Combat, and Mecha Combat. This is actually much more simple than one might first believe. Both combat categories operate on the same basic principles, require the same dice, and work to achieve fast paced action. Just remember that Mecha Combat ONLY applies when piloting or combating Mecha. (RT, page 31)

Notice that combat has been divided into two categories: Hand to Hand Combat, which includes unarmed and contact weapons, and Gun Combat, with includes bows, thrown weapons and the like. Both combat categories operate on the same basic principles:
1. Twenty-sided dice are used to resolve all combat actions (except damage).
2. Strike rolls determine the success of an attack.
3. Parry and Dodge rolls are used to avoid attacks.
4. Damage rolls determine the effectiveness of attacks.
5. Roll with Punch/Fall/Damage is a way of reducing damage.
(Revised N&S, page 125)

What role do the same basic principles of hand to hand combat play in modern weapon combat?
This isn't an easy question to answer without an indepth and thorough look at the basic and advanced components that make up the system. First let's get the easy items out of the way; initiative, strike, dodge, parry, damage, and roll with punch/fall/impact appear in BOTH hand to hand and modern weapon combat. There are often specific qualifiers for what exactly each item does in the two types of combat, but both are clearly present.
Now to move on to more complex, and less obvious shared combat terms. These include A.R., Actions Per Melee, Attacks per Melee, Automatic, Body Armor, Critical Strike, Critical Strike from Behind, Death Blow, Disarm, Automatic Dodge, Multiple Dodge, Knockout/Stun, Leap, Long-Range Attack, Natural Body Armor, Natural Roll, Natural Twenty, Pull Punch, S.D.C. Table, Simultaneous Attack, Sneak Attack, Throw, and a few other odds and ends. Few of these are specifically mentioned in the modern weapons section of any book, yet they all play a roll (to greater or lesser degree) in modern weapons combat. First let's look at A.R., Body Armor, and Natural Body Armor. All three are related terms covering different aspects of armor effectiveness in combat. Despite not being mentioned in the modern weapons section, all of these obviously apply (and create their own problems when range and other strike modifiers are considered). Next we come to Critical Strikes (including from Behind), Natural Rolls, and Natural Twenty. These aren't always mentioned in the modern weapons section (in fact, critical strike doesn't get mentioned until the advent of Splicers), yet again, they apply to modern weapons combat, though it's interesting to note that Rift's Japan's description of Critical Strike only applying to hand to hand attacks could be considered formal notice that critical strikes do NOT occur in modern weapon combat. Moving on we come to the defenses; Automatic, Automatic Dodge, and Multiple Dodge. Automatic is a combat term defining what these moves do in terms of game effects (and create other problems, see hand to hand combat for more details) and the two versions of dodges are just that, dodges, which means they apply to modern weapon combat as well as hand to hand combat. Disarm is pretty much by itself, not really applicable to modern weapons, except in certain games where they are specifically mentioned as being allowed (see Rifts New West). Long-Range Attack, and to a lesser degree Sneak Attacks are applicable to modern weapons combat as well. Long-Range Attack is ironically not a hand to hand combat term at all (probably explains why the listing is almost never called "Hand to Hand Combat Terms"), as it can only occur with a ranged weapon. Throw is likewise a ranged weapon consideration rather than a hand to hand combat situation. Death Blow and Knockout/Stun are in a position similar to Critical Strike. Neither especially makes mention of how exactly they are performed, at least until later books, where they are better defined, with Death Blow even stating it can't be used with guns. However, early versions of these two special attacks could theoretically be allowed with modern weapons, as they aren't specifically restricted from being used with them. Last but not least we come to the hotly debated Simultaneous Attack. The simplest answer is this; both types of combat basically work the same, you can dodge (and sometimes parry) modern weapon attacks, you can perform a simultaneous attack in the place of a dodge or parry, therefore you can perform a simultaneous attack against modern weapons (as long as you're physically capable of attacking back).
What hand to hand moves don't apply to modern weapons combat. This is pretty straight forward for the most part. If it requires you to use something other than a gun, you can't use it in modern weapon combat. Jump Kicks, Leap Kicks, Flying Kicks, Hand Strikes, Kicks, Miscellaneous Strikes, Grappling moves (Holds, Locks, Throws, Tackles, Chokes, etc) have the character using something other than a gun to attack (except in weird instances like Pistol Whip, possibly Leap Attack, and a few other odds and ends), and hence don't apply to Modern Weapons Combat. This isn't to say however that you can't perform one of these moves in a fight involving gun play, just that you can't perform them WITH a gun (i.e. you can't choke-shoot someone). These should be pretty obvious to even the casual player of the game.
Combination Moves and Attack/Escape Moves offer some more possibilities. With the right situation, combination moves CAN be used with Modern Weapons. Basically you'd have to have a weapon kata with the gun you were using for the martial art you were using the combination move from, if it allows you to attack or strike in a general method, rather than listing specific allowable strikes. Attack and Escape Moves only really apply when you're using them to change the distance between you and your opponent, and in the case where the Escape Move can be used to dodge, which would be allowed against modern weapons.

Teenage Mutant Ninja Turtles & Other Strangeness
For looking at the original ranged combat rules, TMNT&OS (not too mention revised HU, Robotech, and Beyond the Supernatural) provide us with the original frame work. Modern Weapons combat was originally derived directly from Hand to Hand combat, requiring the same attack rolls (i.e. a result of 5 or better to hit) and using the same combat order and other functions of hand to hand combat.
All modern weapon proficiencies originally had the same exact (more or less) stats and bonuses. Initial bonuses to strike were given for Aimed and Burst fire, with Wild shots being neither penalized nor given a bonus. An additional bonus to strike, with level advancement was factored into each mode of attack.
There were three main modes of attack, Aimed, Burst, and Shooting Wild. Aimed shots were described as a person taking the time to carefully aim and fire off one shot, which took one attack. Bursts were further divided into short, long, and entire magazine, with short bursts using one attack, long bursts using one attack, and the entire magazine using two attacks. You could also Spray, that is shoot at several targets, with a burst. Shooting Wild covered any condition where the character was shooting without taking time to aim, or was moving. The only ranged combat penalty that appeared here, is a -6 for people WITHOUT the W.P. shooting a weapon wild. Spraying an area was also considered Shooting Wild. Machine guns are notable for having different damages/ammo consumption for bursts. Shotguns had a special rate of fire and blast effect note as well. Everyone who plays Palladium games will (in theory at least) be familiar with all of these basic concepts, since they've been around so long. Penetration Value is first mentioned in revised Heroes Unlimited.
Sprays in general: To determine if a spray hits your target, you are supposed to roll to see if you hit the target area and then roll 1D4 to see how many individual targets are struck (by one round), and you additionally have a 50% chance of hitting an innocent bystander (described as being more likely). Unfortunately, this system doesn't really help you determine WHO exactly gets hit (with the exception of each innocent bystander, half of which will get hit). My advice is to roll for the number of targets struck and then roll against the total number of targets, using the initiative order of the characters (player and non-player alike) in the target area, to determine which targets get hit. In the case of a number of targets which doesn't fill up the spaces available in whatever size die you need, the extras can be any innocent bystanders in the area OR reroll options.
Also of note is the attack numbers for Particle Beam Weapons, where only a roll of 11-20 hits (includes applicable modifiers). Even then a roll of 11-17 is only a nick, doing half damage. A strike roll of 18-20 is a direct hit, doing full damage.
Weapon Proficiencies are W.P. Revolver, W.P. Automatic Pistol, W.P. Semi & Fully Automatic Rifle, W.P. Rifle, W.P. "Sub-machinegun," W.P. Heavy, W.P. Energy Pistol and W.P. Energy Rifle.
Mutants Down Under addition: This book makes specific mention of penalties for shooting up (-4 to strike and half normal range) and shooting down (double range and no penalties, except normal distance modifiers)
Transdimensional TMNT additions: Transdimensional TMNT has extensive ranged combat rules for black powder weapons, listing;
Black Powder weapons with W.P. (Aimed): With the right W.P., it works out to + l to Strike with Arquebus, Matchlock or Wheel lock guns, + 2 to Strike with Flintlocks, and + 3 to Strike with any guns equipped with Percussion Caps.
Black Powder weapons without W.P.: Characters without the correct W.P., but taking slow and careful aim (counts as TWO melee attacks), rue without Bonus or Penalty on most weapons, and with a - 3 to Strike using Arquebus or Matchlock guns.
Black Powder weapons with W.P. (Shooting Wild): No penalty to Strike.
Black Powder weapons without W.P. (Shooting Wild): -6 Penalty with most guns, and a -8 Penalty to Strike when using an Arquebus or Matchlock.
Black Powder weapons (Bursts & Sprays): Bursts and Sprays both all impossible with black powder guns. [This wouldn't be technically true; Organ guns, splat guns, Montigny mitrailleuse, and certain other multi-barreled black powder weapons WOULD be capable of the equivalent of bursts and sprays.]
Transdimensional TMNT Weapon Proficiencies include W.P. Arquebus & Matchlock, W.P. Wheel lock Rifle or Pistol, W.P. Flintlock Rifle or pistol, W.P. Percussion Cap Rifle (Muzzle-loader), W.P. Cap-and-Ball Pistol (Revolver), W.P. Black Powder Grenades and W.P. Black Powder (General).

Ninjas & Superspies
N&S did introduce some additional material which should be looked at.
The step-by-step method (derived directly from hand to hand combat) was listed here, where we see the first limitation on parrying against modern weapons. This is also the first appearance of a dodge penalty (-4) against modern weapons. I should also note that N&S also explicitly states that only W.P. bonuses count when using modern weapons. Since this often comes up, I'll go into more detail. Many people have asked if hand to hand and attribute bonuses are used with modern weapon. They usually aren't. However, there are some cases where the right combination of attributes, abilities, and/or skills will allow a character to use their attribute bonuses with modern weapons. More information on this can be found below.
The standard method of combat is still otherwise unchanged in N&S, the remaining changes further go on to refine combat. Combination Moves (those where a gun is fired while the character is performing some other action) are mentioned, actually allowing characters to attempt these moves. Moving targets first receive penalties to be hit. Reloading is first covered for weapons other than shotguns, effective range penalties (-4 for every 25 feet) are first introduced. Explosives are covered, but mostly for damage purposes. Flame throwers & other fire based attacks are also covered, listing as typically firing only once per melee round. Grenades are also listed, importantly, the required strike roll for a grenade isn't the usual 5 or better of other attacks, but 6 or better. Penetration Value
Weapon Proficiencies for ranged/modern weapons are divided into two groups in this game; W.P. Military and W.P. Modern Weapons. W.P. Military includes Artillery, Assault Rifle, Flamethrower, Grenade, Grenade Launcher, Infantry Missiles, Mortar, and Vehicle Mounted Weapons. W.P. Modern Weapons includes Black Powder, Pistol, Rifle/Shotgun, Machinegun, Sub-Machinegun, and W.P. Energy Weapons.

Rifts Conversion Book (One)
Rifts Conversion Book (One) plays the most important role in redefining the original ranged combat rules.
Shooting Wild is clearly defined under seven different conditions, expanding the shooting wild conditions. It should also be noted that a flat penalty of -6 to strike is applied to shooting wild here. (In the Rifts Main Book the original with a W.P.=no penalty, without =-6 was still listed.) Combat Range is actually introduced into ranged combat, with close range (<60 feet) having a 4 or better to strike (vice the standard five or better, this is actually listed as "4 or higher" in the first printing of CB1) and distances greater than 60 feet requiring an 8 or higher. Dodging is mentioned against ranged weapons, but with no penalties listed. Parrying is also covered, but limited to certain classes (Crazies, Juicers, Borg, Simvan, Cyber-Knight, Dragon, and power armor or bot pilots) and requiring a specific "mega-damage item" to parry successfully. A Combat sequence is also listed, but since it only pits two opponents against each other in combat, it isn't that great. The Called Shot is introduced to ranged, modern weapon combat (Called Shots first appeared in Robotech (and Rifts), but for Mecha (Robot) combat, not modern weapons combat). It required a 12 or better to hit, and mentions that the Called Shot is an aimed shot, getting the aimed shot bonus to strike. Early Knockdown and optional hit location rules are also listed in this book. Optional rules for Blood Loss, Pain penalties, Point-Blank Range (and damage) are also listed in this book.
W.P. Sharpshooting first makes it's appearance in this book as well. As W.P. Sharpshooting first appeared, it was really only useful for three things, enhancing characters with high P.P. by allowing them to get certain P.P. bonuses to using modern weapons, adding an extra attack, and getting one trick shot. For instance the Sharp Aimed Shot (applicable to both single shot and aimed burst shot) doesn't really provide any additional bonus unless the character has a P.P. of 20 or better. Likewise the Sharpshooter's Called Shot is only effective with a P.P. of 18 or better. Quick Draw only provides it's initiative bonus with a P.P. of 18 or better. None of these are really useful except to the more power-gamer style (particularly the munchkin variant) of player.

The Compendium of Contemporary Weapons
This book covers several optional rules for use with ranged combat and modern weapons. Most of this is a reprint (with some additional information) from N&S and CB1 material (mostly the optional material), but shock and human hit location damage/penalties are introduced. The standard (original) combat system is also reprinted here (without the N&S or CB1 modifications).

Rifts Game Master Guide
The Rifts Game Master Guide further defined and codified ranged combat rules, making changes primarily based upon ranged combat rules following the release of CB1 and the vast fan outcry/questioning of several combat rules. Since Mystic Russia introduced the infamous -10 rule, there has been much consternation about it's ramifications (yeah, like I'm telling my readers something they don't already know). In addition, several questions to the Fan FAQ on Palladium's website resulted in additional areas where questions about the ranged combat system had occurred. The RGMG attempted to cover these (along with a few other odds and ends from other Rifts books), but for the most part, failed to clarify anything.
Explosives now do double damage direct to Hit Points when at point-blank range (10 feet normally, though this can be increased).
What is of note is that there were several changes to ranged combat (as handled in Rifts). The Knockdown rules were covered again, and dodges/parries vs modern weapon attacks were further "clarified." A so-called definitive dodging rules vs ranged attacks section also further illustrates the -10 rule, adding arrows to the bullets, energy blasts, and rail gun attacks listed in Mystic Russia and removing bonuses from most characters attempting to dodge. Also changed is just exactly who can dodge, and how. Originally, dodging was allowed (though without the usual dodge bonuses and a few select OCCs had superior dodge abilities), and the penalty was based on range (-10 at close ranged (defined for dodging as 100feet), and -8 for long range (defined for dodging as 500 feet) or when there's lots of ground cover available, with a -6 penalty for someone devoting all their attacks to dodging) with the standard caveat that they must see the attack to be able to dodge it (as this is straight from Long Range Attacks in Hand to Hand Combat, it's nothing new). In the RGMG, there were two different methods listed. In the first the penalties were changed to a flat -10 (-12 against rail gun bursts) and a note was added about multiple blasts from two or more opponents not allowing a dodge (the exceptional classes, Traditional Samurai and Mystic Ninja, and their particular penalties are listed as well). In the Definitive Dodging Rules vs Ranged attacks, the Mystic Russia information is enhanced, with a change of close range to 400 feet. My personal favorite note about the defender always winning ties is also added. A few more paragraphs further explain how allowing the dodge makes sense in that dodging isn't impossibly because Rifts characters are essentially superhuman.
Parrying energy attacks is also further refined, and there are a few important notes, first, under the Q&A section, these attacks are specifically eliminated from being parried, second while there is a listed -10/-12 penalty for parrying within the appropriate circumstances, W.P. Shield in the same book lists a -8 penalty (correspondence with Palladium indicates that this -8 penalty supercedes the -10/-12 penalty).
Kevin Siembieda also attempted to provide quick and dirty rules for ranged combat, making more changes to the system, and still not clarifying the key issue of rate of fire. Bursts are further somewhat defined as part of the attempt at clarifying Rate of Fire, stating "a burst is any pulse or rapid fire of two, three or more nearly simultaneous or rapid succession shots at the same target" yet further going on to limit bursts to weapons that specifically state that they can shoot bursts, identifying some of the weapons capable or specifically not capable of firing bursts. Pulse weapons are also covered under bursts, specifically listed as "aimed pulse" blasts.
Called Shots had moving targets information incorporated (where a result of less than the required 12 for a Called Shot missed the target entirely, rather than hitting the main body, as in a stationary target of a Called Shot) and the miss range for stationary targets is returned to 1-4, however, the bonuses were still kept. Some optional penalties (mostly -3 to -4 with no specifics) for Called Shots are mentioned, unfortunately the note from Triax & The NGR was not. "Striking a small moving target like the head hands and feet requires the attacker to make a 'called shot' and even then the attacker is -4 to strike. Aiming for an arm, the character is -3 to strike, and -2 to strike the leg. 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."
The extra strike bonus for Revolvers was removed from Aimed Shots. Confusingly, the flat penalty of -6 is still mentioned for Shooting Wild (although there is only "No bonus" mentioned under the quick and dirty rules entry). The RGMG also changes the penalty for shooting beyond effective range from the -4 of N&S to -1 for every 25 feet.
Modern Weapon Proficiencies in this game are Revolver, Automatic Pistol, Bolt-Action Rifle, Automatic and Semiautomatic Rifles, Submachine-gun, Flamethrower, Grenade Launcher, Harpoon & Spear Gun, Heavy Weapons, Torpedo, Energy Pistol, Energy Rifle, Heavy Energy Weapons, and Sharpshooting.
While Sharpshooting here is a reprint of the CB1 material, it's useful to contrast it with New West's more finely developed version. For the various New West OCCs with advanced Sharpshooting abilities, there are a few useful areas to look at. The first is their Weapon Mastery, which basically provides them with an extra attack, a bonus to "disarm" shots, and a bonus to Horror Factor (the last makes no real sense though). Next is Weapon Repairs, which basically provides an advanced version of the various modern weapon W.P. skills with regards to weapon maintenance and modification. The Quick Draw bonus range is somewhat increased, to P.P. of 16 or better. My personal favorite is the Paired Weapons: Revolver & Pistol ability which does two useful things, first it allows two modern weapons to be used simultaneously (fired at either one or two targets), second it allows the character to draw and shoot in one melee action (as opposed to the normal two actions)! Also included are 1-3 Sharpshooting specialities (with their additional +1 attack on top of the Weapon Mastery bonus) with ALL six trick shooting abilities available.

Heroes Unlimited Second Edition
HU2 updates and converts the primary RGMG rules into a fully S.D.C. format, with some changes to the system.
The dodging gunfire penalty is returned to the -4 used in N&S, with parrying a -8 (primarily important because parrying gunfire/energy blasts has been described as being harder than dodging), the +4 to strike with revolvers returns, burst usage for certain weapons is modified, and there is a clear statement that characters with a W.P. are not penalized for Shooting Wild (with the exception of shooting a rifle one-handed). Sprays are modified, incorporating a -6 penalty to hit the primary target. Reload times and shotguns are further expanded, and Ricochet shots are officially introduced. Called Shots are also listed as only getting half bonuses here (and in Systems Failure). Long Bursts now cost two melee attacks.
Heroes Unlimited Second Edition also has a specialized Sharpshooting ability, pretty much duplicating the Quick Draw, Paired Weapons, Sharp Shooting, and Trick Shooting abilities from New West.
The HUGMG further adds some optional rules, actually defining penetration values (tissue damage ratings were defined clearly in the Compendium of Contemporary Weapons). Also included is a note that black powder weapons get no bonuses to strike.
Modern Weapon Proficiencies in this game are Revolver, Automatic Pistol, Bolt-Action Rifle, Automatic and Semiautomatic Rifles, Submachine-gun, Heavy Weapons, Energy Pistol, Energy Rifle, and Heavy Energy Weapons & Rail Guns.

After the Bomb Second Edition
ATB2 has a few slight changes worth looking at. Though the majority of the rules presented here are a reprint of the RGMG material, there are a few changes. Here the Called Shot misses on a 1-5 (for stationary targets). Hair Trigger information is added to the rules, and the penalty for shooting at moving targets to a 10 or better, rather than an applied penalty. Interestingly, there are no real Burst rules in ATB2 since the material is a slightly reworded cut and paste directly from page 39 of the RGMG (word order changed in a few sentences, some information changed to reflect the common SDC weapons prevalent vice the MDC weapons of Rifts.
Modern Weapon Proficiencies in this game are Revolver, Semi-Automatic Pistol, Bolt-Action Rifle, Automatic and Semiautomatic Rifles, Shotgun, Submachine-gun, Heavy Military Weapons, Energy Pistol, Energy Rifle, and Heavy Energy Weapons.

Rifter #11
In this book are two important articles dealing with ranged combat. The first deals with a different approach to the basic ranged combat system, where each character can select (or receives) a skill equivalent to hand to hand combat training for ranged weapons. I do not particularly care for this method, though I can see it's appeal, because I believe the Rate of Fire system seen with ancient ranged weapons has much more merit, and applicability within the system. Equating weapons combat with hand to hand combat skills, rather than weapon proficiencies doesn't strike me as being true to the system, whereas giving modern weapons listed rates of fire, based on the type of modern weapon being used (not too mention clarifying all those ROF questions people come up with) makes much more sense within the system, especially since it keeps weapons combat related to weapon proficiencies.
Also included in this article are some useful modern weapon abilities, such as Coldcock, Double Tap, Had Shot, Leading, Pinning Fire, Rapid Reload, Snap Shot, Speed Load, and Walking Aim. I found Coldcock to be a simplistic breakdown of two other combat moves, Pistol Whip (appearing in Mystic China) and Butt Stroke, with added Knockout options. [I'd rather see Coldcock become a KO ability with guns, and keep Pistol Whip and Butt Stroke as individual notes about weapons.] Double Tap is probably the best version I've seen of this modern weapon combat ability. Head Shot is nothing more than a specialized called shot, and probably represents the earliest version of Splicer's Aimed Shot/Sniper-Style shot rules with its two attack cost. The Imposed Dodge Penalty (replacing the -10 rule from "Warlords of Russia" (an obvious author error)) doesn't really make much sense either. Leading seems more an uber-ability which offsets the moving target penalties, rather than a true combat move for modern weapons. Pinning Fire, while an interesting idea, is nothing more than a redefined Spray. Rapid Reload, Snap Shot, Speed Load, and Walking Aim all struck me as being more uber-abilities designed to offset the existing penalties for shooting, rather than true combat moves per se.
Some of these are useful additions to ranged weapons combat, others seem to be little more than uber-abilities. A new look at bursts also redefines this mode of attack, allowing bursts to be fired from other than fully automatic weapons and making bursts fire a fixed number of rounds rather than a percentage of the ammunition.
The other article is a Combat Q&A. Of note in this article are the increased ranges, listing <60 feet as 5 or better, 60-200 feet as 8 or better, 200 feet to effective weapon range as 12 or better. Cover is also mentioned, but not really applied effectively (the answer boils down to bypass the cover somehow or use a Called Shot). A penalty of -9 for shooting at a target you can't see is also listed.

Rifter #17
This book further defines a dreaded rule. The majority of the Q&A article here is an attempt by Kevin to further clarify the -10 rule. Unfortunately, this attempt at clarification changes the rules.
Dr Doom III gives the best explanation: It seems that there are a lot of misconceptions about the "-10 clarification" in the Rifter #17. They are assuming, quite wrongly that the "clarification" gives some classes the ability to use bonuses to dodge gunfire. It does not. What the "clarification" does do is quite different then giving some better chance to dodge. In fact it is doing the exact opposite. So to clarify and summarize what Kevin said in a page and a half of text into a sentence or two. Characters who are not in the "fast character" group (i.e. Juicers, Crazies, Cyber-Knights, etc�) CANNOT DODGE GUNFIRE AT ALL. No more worries of -10 no bonuses. You don't even get to roll. No hope of a natural 20. Fast characters get to dodge at -10 no bonuses (still lesser minuses for Traditional Samurai and Mystic Ninja).
Where do I get this insane notion?
Pg. 23 "A Ley Line Walker, Techno Wizard, Mind Mage, Operator, City Rat, Wilderness Scout, Scholar, and even the typical military grunt and power armor pilot can NOT dodge bullets and energy blasts."
Pg. 24 "Those who can dodge. The rules already state that exceptional characters such as the Juicer, Samurai, and Ninja CAN try to dodge bullets and energy blasts."

Several changes to the ranged weapon rules also make an appearance. For instance a "roll" of 1-4 now misses (instead of a result of 1-4, which has been the Palladium standard since it came out). Newly added (and evidently a result of Kevin's confusion) is that only a 12 or better can hit a moving target. A -4 penalty is applied to a small or partially obscured target (listed under Shooting Wild, yet evidently supposed to be indicative of a Called Shot, since it further goes to state that a 16 or higher is needed to hit), with the option to increase the penalty to -6 for barely visible targets at the GM's option. This clarification goes on to state that only exceptional characters can try to dodge bullets and energy blasts (or those with Automatic Dodge). The penalty for shooting blind is changed from -9 to -10 and includes a note about a 12 or higher needed to hit a target with lots of "ground cover" and further states that the shooter now has a -4 penalty to strike while moving himself.

The "Revised" Conversion Book
Here we see attempts to further clarify and define ranged combat rules. This is a five page version of the Rifter #17 note that has some interesting changes. First Shooting Wild is handled with some really odd numbers, for instance, a shooter who is moving is listed as needing a 15 or higher to hit without the benefit of bonuses (from what?). Also, the shooting penalties for small or partially obscured targets, with the GMs option, are included from Rifter #17 (ironically, the number needed to hit is changed from Rifter #17s 16 or better to 15 or higher).
Also of note is Kevin's claim that the "notorious Minus Ten Rule" (always referred to by fans as the -10 Rule) first appeared in the Rifts Game Master Guide, September, 2001. This bit of revisionist history strikes me as extremely interesting, since I believe it indicates one of the first easily disproved statements indicating Kevin no longer knows his own combat system. (Arguably this could also be the infamously stupid FAQ question in the RGMG stating that characters who have used up all their attacks for a melee round can use attacks from the next melee round to dodge...in direct violation of the established rules, but without direct confirmation, it can't be proved that Kevin himself wrote this nonsense.) Another interesting note is the focus on justification for the -10 rule shifts away from the RGMG's stated reason for the rule making sense (i.e. why the dodge makes sense...characters are superhuman) to dodging is basically impossible. Also, another fan favorite is the empty line, "if you don't like it, don't use it in your game."
Another personal favorite is the statement that "the roll vs punch, fall or impact can be used to reduce damage from projectiles and explosives by half." This is funny, because the rules for Roll with P/F/I have always stated that it does not work against energy blasts, BULLETS, fire, bladed weapons, psionics, or radiation." More fun is included with Kevin's close combat rules, where, if the defender wins initiative, they can actually dodge the attack, yet if they lose initiative, they cannot (ironically, since initiative is rolled at the beginning of melee round, this method doesn't work in Palladium combat, since the defender will NEVER win the initiative roll...they've already lost it, that's why they're the defender).
Not to fear though, parrying against ranged attacks also gets some attention, having an additional note that "Men at Arms are +1 to parry at piont-blank range (withing 30 feet/9.1m)." Yes, that's exactly how it appears in the book. Also of note is that explosion damage can no longer be reduced with a Roll with P/F/I if the character leaps on top of a grenade or is located dead center-ground zero-of the blast. (This is not a change, as similar wording appears under the explosives entry way back in N&S.)

Splicers
This book breaks the ranged combat mold, making vast changes in how ranged combat works. No Weapon Proficiency now results in penalties of -3 to strike with bursts, -5 to strike when shooting a machine gun or other heavy weapon, the -6 when shooting wild, and the character can not make an Aimed Shot or Called Shot (evidently characters without a W.P. are no longer always shooting wild).
Of particular fun was the bad cut and paste resulting in the Typical Payload for Rifles being a direct reprint of that for W.P. Handguns. Also note that "Pistols are "automatic" weapons which means the gun keeps firing while the trigger is depressed and doesn't stop until the trigger is released or the ammunition is spent." Which I find ironic because it shows a marked lack of understanding about the differences between semi-automatic and fully automatic fire. Heavy Machine Gun and Mini-gun long bursts now cost three attacks. More fun notes are that rocket launchers and mortars now require two attacks per shot.
The Aimed Shot bonus is changed to +2 (vice the +3 originally used), however it should be noted that most of the W.P.s in the Ranged Combat section provide a +1 bonus at 1st level, negating any real change. Additionally, Aimed Shots not cost two melee attacks, evidently now being considered "sniper-style" shots. Called Shots now come in two basic forms, quick aimed Called Shot(counting as two melee attacks) or carefully aimed and Called Shot (costing two or three melee attacks...both are listed as the cost for Called Shots, two attacks on page 217 and three attacks on page 218). A note clarifying that Called Shots can only be tried with single "Sniper-style" shots is also listed. A new attack mode, single shot, described as a non-Aimed, non-Burst, single firing of a ranged weapon (costing one attack) has been added.
Ironically, the -10 Rule's statement about the defender always winning ties is countered here, stating a Natural Twenty to Strike can only miss if the defender rolls a Natural Twenty to dodge (see my Hand to Hand Combat Comparison for and indepth look at the problems with that). (Accumulative) penalties covering Shooting Blind, Shooting Bursts, Shooting Wild (now at -6 for everyone), Shooting at a Moving Target (back to a penalty, rather than a target number, -1 up to 20mph and -1 for every additional 50mph in this case, with an additional -1 if the target is taking evasive action on top of that), Shooting at Someone Behind Cover (no penalty is actually listed however, basically the Rifter #11 material is reworded here), and Shooting Beyond Effective Range (changed again to -5 to strike at up to 30% beyond max effective range).
For all those Doom-worshipers out there is a change to the dreaded -10 Rule (it's now -10 at point-blank (10 foot) range, and -5 within 50 feet) and the return to the RGMG justification about superhuman characters as the reason for the change (not too mention fan's outcries...go go Dr Doom the III). Also of note (since this is found in the Hand to Hand Combat section) is that, "The ability to parry energy bolts or bullets is a rarity and covered further on under ranged combat." Since there is no place under Ranged Combat where this is covered, you're mostly left scratching your head, and referring to W.P. Shield, wondering what the hell the situation is, since A) who gets the ability to parry without W.P. Shield, and B) Can you parry without using a Shield (not too mention what the stats for shields actually are, since they're mentioned).
A quick reference of bonuses and penalties is also included, note however, that Called Shots cost two attacks, and "Aimed" Called Shots cost three attacks in this reference (a point here, Called Shots are clearly defined as Aimed shots on page 217, make of that what you will). Another note of interest is that there is no real change in the Sniper Skill (i.e. it still provides a +2 to Strike), however, one has to wonder how that skill is any different than the new version of the Aimed Shot. Another change is that all ranged attacks now require are roll of 8 or better (including bonuses) to strike.
With the exception of the attempt to codify the bonuses and penalties in one easy to find location, I'd have to say all these changes make no real attempt at fixing anything, and actually do more harm than good. First of all, the new attack mode, single shot, is essentially useless and really would only occur in two situations, the gun is only capable of single shots and the character has no W.P., or the character is high enough level that they no longer need to take the extra time to Aim to get decent strike bonuses (or the gun has been so modified as to make the Aimed Shot bonus useless...the system would actually encourage this since a character with a modified gun would actually be better off than a character without, since they would essentially have twice the number of attacks with a modified gun as without for the same effect). Essentially, this universal change has made ranged weapons (and hence ranged combat) extremely less effective.
While Splicers, unlike other RPGs with modern ranged weapons, has a PF2 style W.P. for Modern Weapons (pretty much reprinted directly), a few other W.P.s for the different types are detailed in the Ranged Combat section. Modern Weapon W.P.s include Handguns, Rifles, Shotgun, Submachine-gun, Heavy Military Weapons, and Military Flamethrower (not too mention Light & Heavy Bio-Weapons, which essentially take the place of Energy Weapons).

Beyond the Supernatural Second Edition
BTS2 makes a few minor changes to the Splicers information.
Quick fun fact, the bad cut and paste for W.P. Rifles' Typical Payload has been fixed, though the majority of the information contained in the W.P.s has been moved to the skills section. The only other fun fact is the huge note that Guns kill, basically explaining that the GM should limit guns in BTS-2.
W.P. Trick Shooting is added to the W.P.s present in Splicers, though the two Bio-Weapon W.P.s are removed and W.P. Modern Weapons ala PF2 does not appear. Trick Shooting is basically a useful distillation of the trick shooting moves from W.P. Sharpshooting.

Going with the best of a bad lot
Personally, I see no real reason to utilize 90% of the system changes as seen in Splicers. I'd stick with the basic three attack modes (Aimed, Burst, Wild) adding in the Called Shot option (though I might make this count as two attacks, for a more "Sniper-style" result) with basically the original bonus system (+3/+4 for revolvers strike bonus on aimed shots, in addition to Level Advancement, +1 plus level advancement for Bursts, and no penalty or bonuses for Wild shots...for those characters with the W.P.) I might allow a single shot with a -3 penalty and bursts/sprays with a -6 penalty for characters without a W.P. (the increased burst penalty suitably represents the problems of kick in fully automatic weapons), since it actually helps them out somewhat (not including the -5 penalty for machine-guns, since while those have a higher rate of fire, they are more typically mounted on some sort of stand or other mount, providing more stability). For Bursts however, I'd probably use a modified look at the different attack costs, for instance short bursts would still cost one attack, but I'd probably make long bursts cost two attacks and entire magazine bursts cost three (possibly more) attacks. Naturally, bursts for machine-guns and mini-guns would probably have to be redone, though HU2 makes a good start on that. I'd definitely go with Rifter #11's modifications to burst ammo consumption, since, like the author says, it makes high capacity weapons more useful. I'd also include the MDU penalties for shooting up or down along with the Triax Called Shot penalties, Shooting Blind penalty, Rifter #11 ranged modifiers, possibly Splicer's Beyond Effective Range penalty, the moving target Called Shot information from the RGMG, the -4 penalty for shooting partially obscured or small targets and -6 penalty for barely visible targets from Rifter #17, all of the Transdimensional TMNT black powder rules (modified as noted above), I might consider the -4 penalty for the shooter moving penalty described in Rifter#17, but that would only be for walking and shooting (rather than the -6 penalty of shooting wild while running and shooting) and mostly that would apply to characters without the W.P., the moving target information from Splicers is also probably a good bet, SDC and Explosives from the RGMG, Combination moves, Explosives, Flame Thrower, and Grenade notes from N&S. Last but not least, I'd probably also include the optional rules for Knockdown, Hit Location, Blood Loss, Pain penalties, Point-Blank Range (and damage), as well as the HUGMG's information about Penetration Values and Tissue Damage Ratings. As for what I'd use to replace the -10 dodge rule, I'm still a bit up in the air. HU2 ironically probably has the best overall system, especially when comparing dodging to parrying such attacks, but there's something to be said for the ranged version seen in Splicers, the RGMG and so forth (not too mention the rail gun burst notes and a few other odds and ends), not perhaps with the numbers used in those games, but the concept at least makes sense.

Weapon Proficiencies
Of the various game breakdowns listed, none really capture every single aspect of the different variety of modern/ranged weapons. I feel the following W.P.s are probably the best selection available, in four basic categories:
Black Powder Weapons: W.P. Arquebus & Matchlock, W.P. Wheel lock Rifle or Pistol, W.P. Flintlock Rifle or pistol, W.P. Percussion Cap Rifle (Muzzle-loader), W.P. Cap-and-Ball Pistol (Revolver), W.P. Black Powder Grenades and W.P. Black Powder (General).
Modern Weapons: W.P. Automatic Pistol, W.P. Automatic and Semiautomatic Rifles, W.P. Bolt-Action Rifle, W.P. Harpoon & Spear Gun, W.P. Revolver, W.P. Shotgun, W.P. Submachine-gun, W.P. Sharpshooting* and W.P. Trickshooting*.
Military Weapons: W.P. Artillery, W.P. Assault Rifle, W.P. Flamethrower, W.P. Grenade, W.P. Grenade Launcher, W.P. Infantry Missiles, W.P. Mortar, W.P. Torpedo, and W.P. Vehicle Mounted Weapons.
Energy Weapons: W.P. Energy Pistol, W.P. Energy Rifle, and W.P. Heavy Energy Weapons & Rail Guns.
*Actually, I should further break this down. These two W.P.s should actually be broken down into four W.P.s; W.P. Paired Weapons: Pistol & Revolver, W.P. Quick Draw, W.P. Sharpshooting, and W.P. Trickshooting. W.P. Paired Weapons: Pistol & Revolver (costing two skills) would replicate the ability (minus that with knives) as it appeared in New West (i.e. using paired modern weapons). W.P. Quick Draw would provide an initiative bonus (probably level based rather than Splicers' P.P. based) and allow the weapon to be pulled and fired in one melee attack. W.P. Sharpshooting adds the extra attack and some basic strike bonuses (probably not the P.P. bonuses). W.P. Trickshooting would provide one to all of the trickshooting abilities.
Of course this makes for a bulkier modern W.P. package, but actually puts it on par with the ancient weapon W.P.s available.

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