New Combat and Weapons Skills
W.P. Quick Draw
Drawing a knife, sword, pistol or revolver from a holster does not
take a melee action (auto-draw). Applies to weapons that the person
possesses with those particular W.P.s.
Quick Draw: +1 to initiative with a P.P. 16 and every additional two
(2) P.P. points above 16 (16, 18, 20, 22, 24, ect.); example, a
character with a P.P. of 24 has a +5 to initiative. However the
bonuses are only applicable when the appropriate type of weapon is
used.
W.P. Sharpshooter:
Counts as two skill selections
The character must have first spent one skill selection on a desired
W.P. skill before the Sharpshooting skill can be selected. Once the
W.P. type has been selected, the sharpshooting skill can be added to
it at a cost of two "other" skill selections. The sharpshooting
skill bonuses are then added to those of the normal weapon
proficiency for that specific type of weapon.
The sharpshooting skill can be combined with the W.P. Archery &
Targeting skill (applicable only to the sling, crossbow, and bow and
arrow) and all the modern weapon proficiencies, except W.P. Heavy
and W.P. Heavy Energy Weapons. Not applicable to W.P. Blunt, W.P.
Chain, W.P. Knife, W.P. Sword, or other ancient hand-held type
weapons.
W.P. Sharpshooting Bonuses: All bonuses are in addition to
conventional W.P. bonuses of +3 aimed, +1 burst.
The Sharp Aimed Shot (applicable to both the single shot and the
aimed burst shot): +1 to strike with a P.P. 20 and every additional
five (5) P.P. points above 20, but the bonuses are only applicable
when the appropriate type of weapon is used. Aimed shots only. No
bonuses for shooting wild.
The Sharpshooter's Called Shot: The sharpshooter's aimed shot
bonuses are NOT applicable when using this special "Sharpshooter's
called shot." Instead, the sharpshooter uses the following superior
bonuses: +1 to strike with a P.P. 18 and every additional three (3)
P.P. points above 18, but the bonuses are only applicable when the
appropriate type of weapon is used and this special called shot
counts as two melee attacks/actions. Aimed shots only.
The Bonus Attack: +1 additional shooting melee attack when using
that specific weapon for the entire melee round.
The Trick Shot: Most Men at Arms can pick one of the following
tricks (or roll 1D6 for random determination), but the Exterminator,
Peacekeeper and Survivalist O.C.C.s get ALL six!
1. Can fire a traditional two-handed weapon, like a rifle, one
handed.
2. Can shoot over his shoulder by holding up a mirror and
aiming at the reflection.
3. Accurately shoot while riding a horse or moving vehicle
(normally a wild shot), but strike bonuses are half and a called
shot is impossible (-8 to strike and strike bonuses do not apply).
4. Shoot accurately while standing on head or hanging upside
down; all bonuses applicable.
5. Roll or somersault and come up shooting (normally a wild
shot), no bonuses nor penalties to strike; straight roll of the
dice.
6. Ricochet shot, can bounce bullets, arrows, sling bullets
and other fired projectiles (depending on the specific W.P.) off of
one surface and angle the shot in such a way that the projectile
ricochets/bounces off and hits a different/second target (inflicts
only one point of damage to the first surface and full damage to the
second). This can also be doen with laser weopons but the
ricocheting surface must be mirrored or highly polished.