Misc. Rules

Running and Shooting
Jumping Leaping
Holding Ones Breath
Bursts and Emptying Clips
Armor Ratings
Grenades and Rockets

Running and Shooting

Something I have adopted is the running and shooting effect. It is possible to run or jump around a corner then start firing in the same attack, but you are considered firing wild. No bonus to hit, and a possible -6 if you are not proficient with the weapon.

Jumping and Leaping

Players have always asked, "How far can I jump/leap?" Not being able to find anything in the books that I liked, I have come up with a simple system that I hope will work for everyone. For every three points of strength you have, you can jump forward one foot. This is considered to include a short run to get up some velocity. A standing jump is only half as far. A character can leap straight up for one foot for every seven points of strength. Characters with superhuman or supernatural strength can leap/jump twice as far.

Holding Ones Breath

This is a very simple rule. A character can hold his breath for one minute per 10 PE points. (PE/10). At the point where a person is running low on air, or is out of air, they will start to take damage, and must make a save vs. their PE in order to stay awake. This save must be done at the beginning of each round. Damage is 2d6 direct to hit points. Once a person has failed their saving throw they are knocked out, they must be helped/saved within one melee or they have drowned. And even then they must make a save vs. coma/death.
Example: Johnny has a PE of 24. He can hold his breath for 2.4 minutes. (24/10) = 2.4. So that is a total of 10 melees. (1 minute = 4 melees)

Bursts and Emptying Clips

I thought it was kind of strange that a gun that only has eight rounds can do more damage if you fire a short burst then if you fired each bullet by its self. (I.E.: .45 has eight shots, a long burst does half the clip, and is x5 damage, that is four bullets that now do 4d6x5, rather then four shots of 4d6 each). Basically the rule is like this, if the damage would be more then the gun could actually do, then just do the damage for each bullet.

Armor Ratings

When dealing with armor and people emptying clips, I always found it strange that a guy with full body armor takes a full clip from a gun, and not one bullet hits the armor. I added the rule that when you empty a clip or do any kind of burst into a person with armor, that at least 25% will do damage to the armor, and the rest will go to the person. Basically this is a hole that is created from all the bullets going into the armor. Bursts that fire less then three shots, ignore this rule. I also say that when dealing with bombs and explosives, ALL the damage goes to the armor first. Basically how could a guy in full armor not get his armor touched when a grenade goes off in front of him. Since most explosives can not be used as a called shot, it makes this easy. Explosive bullets and arrow head follow the normal rules.

Grenades and Rockets

This one I got straight from Palladium themselves. Anti-aircraft, and Anti-Vehicle weapons like rocket launchers and L.A.W.S. do x100 damage, and antipersonnel weapons do x10. So the launched grenades in the book that read 1d4x100 SHOULD read 1d4x10. Because launched grenades are exactly like hand grenades, just how they get there is different.

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