Copyright crap:  The author of this thingy retains full copyright of the
material, while hereby granting full permission for it to be reprinted
in any format whatsoever, with the provisos that his name be forever
attached to it, the text of the document be forever unaltered, and if
anyone manages to figure out how to make big bucks off of it, the above
mentioned author wants a cut.  Oh, yes, and lest I forget, this notice
must remain attached to the main text.

I. Marc Carlson
IMC@VAX2.UTULSA.EDU6
4 March 1994
***************************************************************************


These are the high points of the rules we've used for gun (and nongun
combat in AD&D.  They should be fairly self explanitory.
Marc Carlson
IMC@VAX2.UTULSA.EDU
==========================================================================

Misc. House rules before I begin:
1.    10 attacks per round is the maximum allowed, except where Fighter
      Level/Attack bonus is used.  You may well be able to perform 200 attacks
      per round, but for playability purposes you will only get 10/r.
2.    2 handed attacks double the number of attacks per round, but still may
      not exceed 10/r.
3.    Spells, items, and technological effects that are "Instantaneous" engage
      in the segment AFTER they are cast or used.
4.    Spells, items, and technological effects that are NOT "Instantaneous"
      engage in the first segment of the next round after they are cast or
      used.
5.    Called shots must be made on a natural +5 or better than the number
      needed to hit.  Called shots must be announced before they are
      attempted.  A called shot that strikes as a "20", or a critical hit,
      will be counted as a called shot only.
6.    The "Automatic Called Shot" proficiency means that the character must
      make a "Called shot" type roll if they intend on hitting anywhere else
      but the agreed upon Called shot location.  For example, a gunman with
      "Autocalled shot for the gun hand, will automatically hit his
      opponent's gun hand regardless, unless they are actively trying to hit
      somewhere else (as a called shot).
7.    Reloading a magazine requires 1 r/magazine.  The actual changing out of
      a full magazine for an empty one only takes a fraction of a segment and
      may incur no penalty if the character has prepared to do so, in advance.
8.    Weapons that do not have easily reloaded magazines include Mausers, Bold
      Action Rifles, Revolvers, etc. 
9.    If a character is struck by a bullet, they must make a save vs.
      petrication or be stunned for a number of rounds equal to the number
      by which they missed the roll.
10.   If you are firing on a target that is quickly acquired while the
      weapon is out, and you are prepared to fire -- roll a perception roll
      (Spot Hidden/Wis Check, whatever) to determin if the target is actually
      "acquired" or "Locked on to."  If target is acquired the attack is made
      at a -0, if not the attack is made as per "Unprepared shot" (i.e., -5 to
      hit).

GUN EXACT HIT CHART:
     01 - 03     Head -- Mortal Wound.
        04       Head -- Save vs Shock at a -10.
        05       Neck -- Mortal Wound.
     06 - 10     Right Arm
        11       Right Arm -- Mortal Wound.
     12 - 13     Right Hand
     14 - 19     Left Arm
        20       Left Arm -- Mortal Wound.
     21 - 22     Left Hand
     23 - 34     Chest
     35 - 44     Chest -- Internal Damage.
                          Double Damage.*
     45 - 54     Chest -- Serious Internal Damage.
                          Triple Damage.*
     55 - 56     Chest -- Mortal Wound.
     57 - 59     Abdomin
     60 - 64     Abdomin -- Internal Damage.
                            Double Damage.*
     65 - 70     Abdomin -- Serious Internal Damage.
                            Triple Damage.*
     71 - 72     Abdomin -- Mortal Wound.
     73 - 84     Right Leg
        85       Right Leg -- Mortal Wound.
        86       Right Foot
     87 - 98     Left Leg
        99       Left Leg -- Mortal Wound.
        00       Left Foot
                                                       
*Chances are good for a gory, lingering death with
these wounds.

=====================================================================
Proficiencies:                             Proficiency
                                  XP Cost:    Slots:
Martial Arts proficiency           20,000       1
Martial Arts specialization
 (See Weapons Specialization)
A Martial Arts Style               20,000       1
Each new special maneuver          20,000       1
Each new weapon proficiency        20,000       1
Each New Skill (to 20% minimum)    20,000       1
Tight Weapons Group                40,000       2
Broad weapons Group                60,000       3
Weapons specialization  +1 (40%)  120,000       2
                        +2 (60%)  320,000       3
                        +3 (80%)  500,000       4
Ranged Weapons spec     +1 (40%)  120,000       3
                        +2 (60%)  320,000       4
                        +3 (80%)  500,000       5
Fighting Style Specialization
     Single Weapon                 20,000       1
     Two Hand Weapon               20,000       1
     Weapon/Shield                 20,000       1
     Two Weapons                   20,000       1

Take only half damage from wounds 500,000       -

(Characters may "spend" EXP already earned to "Buy" new proficiencies and
maneuvers.  This may not be enough to send them below the ammount needed to
maintain their current level.)

Special Maneuvers                  20,000       1
  Attacking a Moving target - 1/2 penalty
  Attacking while Moving - 1/2 penalty
  Automatic, specific "Called Shot" -- no penalty
  Claw Weapons
  Double length of Medium Range for proficient weapons
  Draw Second - Role the attack as per Fast Draw, but  
              there is no penalty for allowing an
              opponant to draw first.  At worst,
              simultaneous attack occurs.  Must have
              Hipshoot, AND Fastdraw.
  Drawing a specific weapon/attacking - no penalty
     Hipshooting
     Sleeve Draw
     Sword Draw
  Fanning - Revolver multiple fire per round.
           1/2 penalty.
  "Fast Draw"- must have "Hipshoot" first.  Roll d10
             to determine segment attack occurs in
             (+ dexterity adjustment for missle, etc. 
             Nothing may occur earlier that Segment
             #1.  If both occur simultaneously, roll
             separate inititatives for each.)
  "Fast Draw" Modifiers - 20,000 or 1 prof.slot for
             each +1
  "Off Hand" Weapon use (Single weapon style) - no
             penalty
  Shoulder Arms at +1 speed factor.
  "Snapshot" - Fire a missle weapon, then move up to
             1/10th movement rate during the same
             combat segment.  May also be used to move
             (1/20th), fire, then move (1/20th) again
             in the segment.  The only penalty for
             Snapshot is "Unprepared shot"
  Speed loading (a specific missle weapons) - 3
             segments, no penalty
  Teleport and Attack - 1 segment.
  Teleport/Attack with 2 Weapons/Teleport - Need speed
             of 4/1.
=========================================================
COMBAT:
Hit Determination Chart 
(All modifiers are cumulative)
-------------------------------------------------------------
Armor class of the target is determined as per normal combat.
Silencers half range
Range:
      PB                          +1
        S                           +0
        M                           -2
        L                           -5
        XL                          -7

Steadied Shot (1 handed weapon held two handed)  +1
Braced Shot (Weapon is at rest on an object)     +2
Handedness, 1 hand (for a weapon needing 2)      -2
            Wrong Hand                           -2
Wound in Gun Arm                                 -5
Serious Wound in Gun Arm                        -10
Firing two weapons simultaneously                -6@
Aiming/Prepared Shot (takes a full round of inaction)
                                                  +1
Unprepared shot (i.e. Snapshot, Hipshooting, etc.)-5
Shot on an "Acquired Target"                      -0
Shooter has lost HP less than 50% of total        -1
Shooter has lost HP greater than 50% of total     -4

                      ___"To Hit"___ 
Weapon  Speed  Max    Same   Changing
Speed   Factor ROF/R  Target Target  Initiative:
------------------------------------------------
VS      8-13    1/2    -10     -15      +10
 S      6-7      1     -5      -10       +5
BA       5       2     -3       -5       +3
 A       4       3     -2       -3       +0
 F      2-3      3     -1       -2       -5
VF       1       3     -0       -1      -10

"First Shot Determination and Initiative"

Other Initiative:
Drawing From Holster (Draw and Fire proficiency needed)
    Coat pocket, same side       +3
    Coat pocket, wrong side      +6
    Cross Draw, Hip              +2
    Cross Draw, Shoulder Holster +2
    Hip Holster, Open            +1
    Hip Holster, Open, Worn High +3
    Hip Holster, Closed          +4
    Waistband, Front             +2
    Waistband, Back              +3
    Wrist Flip Holster           +1
    Attached to Belt (Phaser)    +2

    Gun in hand, Prepared        +0
    Gun in hand, Unprepared      +2

Surprise:
    Opponent given 1st move      +2
    Character is surprised      +10
======================================================
SELECTED WEAPONS
Based in part on work using the 3D system.
Assumed Average HP is 30, based on a statistical study
of 250 characters from a variety of sources.

                      Range in Yards
Cal Name        Type  PB  S  M  L  VL  WSM ROF AMMO DV
------------------------------------------------------
.39 Handcannon  ss-m   2  3  8  33 128  vs  1    1  10
.45 Smoothbore Musket
                ss-f   2  3  8  33 666   s  1    1  10
.47 Handcannon  ss-m   2  3  8  33 128  vs  1    1  10
.50 "Snaphaunce"ss-f   2  3  8  33 666   s  1    1  10
  c.1550.
.54 Arquebus    ss-m   2 16 67 210 833  vs  1    1  10
  c.1350. "Loose" matchcord, developed from the Haken
          Busche, or "Hooked" Petronel. 
.54 Matchlock   ss-m   2  3  8  33 128   s  1    1  10
  c.1450. "Locked" matchcord.
.54 Wheelock    ss-w   2  3  8  33 128   s  1    1  10
  c.1520.
.69 Matchlock   ss-m   2  3  8  33 666   s  1    1  16
  c.1415. "Locked" matchcord.
.69 "Tannenburg Hand Cannon"
                ss-m   2 16 67 210 833  vs  1    1  16
  c.1399. "Loose" matchcord, a Haken Busche, or
          Arquebus. 

19th Century Weapons
.22 "Derringer" ss-c   1  3  8  10  15   a  1 1,2,4  9
.22 Revolver    rv     3  8 50  115 1500 a  1    6   8
.25 Early Auto  sa/c   3  8 50  115 1500 f  1    5  12
.30 Revolver    rv     3  8 50  115 1500 a  1    6   9
.30 Early Auto  sa/c   3  8 50  115 1500 f  1    5 16*
.32 Revolver                                     6  10
.35 Early Auto                                   8  12
.36 Revolver                                     6  12
.38 Revolver                                     6  15
.38 "Derringer"                                  1  20
.44 Revolver                                   6 20-24
.45 Revolver                                   6 18-20

*.30 cal Early Automatics include Mausers etc, that
used a variety of Rifle Round.

Rifles:
.303 Bolt Action ba   3  8 100 200 3000 a 1     5   28
.44  Lever Action                         2    10   34
.45  Single Shot                          1     1   42
.50  Single Shot                          1     1   50

Early 20th Century
.22 Automatic                                    6   9
.22 Revolver                                     6   7
.30 Automatic                                    6  13
.30 Revolver                                     6  10
.32 Automatic                                    6  13
.32 Revolver                                     6  10
.35 Automatic                                  6 13-18
.38 Automatic                                    6  13
.38 Revolver                                     6  10
.44 Revolver                                     6  12
.45 Automatic                                    6  14
.45 Revolver                                     6  12

Late 20th Century
.15 "Golden Gun"ss      3  8 50  115 1500 f  1   1  12
.22 Automatic                                    6  13
.22 Revolver                                     6  11
.30 Automatic                                    6  17
.30 Revolver                                     6  15
.32 Automatic                                    6  13
.32 Revolver                                     6  15
.35 Automatic                                  6 13-18
.357 Revolver                                    6  24
.38 Automatic                                    6  17
.38 Revolver                                     6  15
.44 Revolver                                     6  13
.44 Automagnum                                   7  36
.45 Automatic                                    6  18
.45 Revolver                                     6  16

Rifles:
.22 Lever Action                                 8  21
.22 M-16       ab/c 10 16 233 666 6666 F  10  20,30 49
.30 AK-47                                 10    30  54
.303 Bolt Action                           1     5  28
.465 H&H Royal Double                      1     2  80
.60  H&H Nitro Double Express              1     2 100

Shot Guns
----------
These are considered area of effect attacks.  They do
not need a proficiency to use, and the only "to hit"
needed is to make certain the gundoes not jam.

A line 100 yards long 
    DV:    0' - 40 DV
           3y   40
           6y   20
          12y   10
          24y    5
          48y    3
          96y    1

(Sawed off) A cone 10 yards long
    DV:    0' - 40 DV
          1y    40
          2y    10 
          4y     5
          8y     3 
         10y     1

Heavy Arms
-----------
Burst Fire:
    Short        x2 damage (of 1 round) +1 to hit
    Extended     x10 damage (of 1 round) +2 to hit.
Spray Fire       x2 damage  -5 (Save versus shot gun).

.303 Maxim   at/c 10 16 233 666 6666 A  600 250Belt 30
.45 Gatling                             600     50  42
.30 M60 LMG                                250Belt  60
.50 M2 Browning                            250Belt 100


Flame Thrower
    AOF/Range: A line 10-60' long
    DV: 64  Save for half.
       Jellied gasoline burns for 1d6 r.
Land Mine
    Range: 0
    DV: 20 at 0', -1/1' away from the blast. No save.
Claymore Mine:
    AOF/Range: 2 cones; 1 - 60 degr in front x 6'high
                        2 - 30 degr behind, half range
    DV:    0' - 500 DV
          10'   500
          20'   300
          40'   150
          80'    75
         160'    40
         320'    20
         640'    10

Stick of dynamite:
        DV: 40
Vial Nitro:
        DV: 60
WWII Handgrenade:
        DV: 80 (+ 1d20 Fragmentation)
Modern Handgrenade:
        DV: 60
(Civil War) Haynes "Excelsior" Percussion Grenade
        DV: 60 (+ 1d10 Fragmentation)


Futuristic Weaponry:
                           Max      Pow/Ammo
                           Range ROF Stor  DV
-------------------------------------------------
9mm Advanced Combat Rifle   6666  1   20   36
9mm AdvCombat Rifle SABOT   6666  1   20   24
Barsoomian Radium Pistol    6666  2   12   40
                            Exploding Bullets
"Electric Rifle"            1667  1   40   28
         (Space 1889 Gauss Rifle)
Gause Rifle                16667  1   40   30
                                  4   "   120
                                  10  "   300
"Klingon Plasma Cannon"     6666  1   5   120
(Very big, with an energy Back Pack & gravitic Recoil
 Suppressor)
"Hand Beamer" - Laser      1667   1   5   20
Laser Pistol (Early Fed.)   833   1  20 40/10
                          (DV 40, save for 10)
"Blaster pistol"            833   1  10   16
"Blaster" (Apokolips) Std.  833   1  10   25
"Blaster", Hvy              833   1  10   64
"Blaster", XHvy             833   1  10  144
Dalembert Blaster           833   1  25  38 + 1d6 rad.
Athenacorp Gazi Blaster     833   1  20  38 + 1d6 rad.
Svortza Blaster             833   1  20  38 + 1d6 rad.

MKI Klingon Disruptor     1667    1  25  38/12
MKI Disruptor Rifle       1667    1  25  38/12

MKII Disruptor (STTOS)               20
   Standard Setting       6666    1      38/12
   High Power             1667    2       D/25
                          (Disintegrate 250 lbs)
MKIII Hand Disruptor (STTNG)         25
   Standard Setting       6666    1      38/12
   High Power             1667    2       D/25
                          (Disintegrate 250 lbs)
MKIV Disruptor Rifle (STTNG)         55
   Standard Setting       6666    1      38/12
   High Power             1667    2       D/25
                          (Disintegrate 250 lbs)

MKI Phaser/Phaser I (TOS)            20
  1.  Stun, Lt.            833    1     38*/12*  
             (Conscious, but paralysed for d10 min.)
  2.  Stun.                833    2     38*/12*        
                         (Unconscious, 2d10+10 min.)
  3.  Stun.                833    3     38*/12*        
                         (Unconscious, 3d10+20 min.)
  4.  Stun, Wide Angle     833    4     38*/12*        
                         (Unconscious, 2d10+10 min.)
  5.  Stun, Heavy          833    2     60*/20*
           (Uncons. 6d6 hours, Save vs. Death or
                      receive permanent nerve damage)
  6.  Heat                  3     2     40/20 (7000 F)
  7.  Weld/Cut              1     1     50/25
  8.  Disrupt/Kill         833    2     75/20
  9.  Dematerialize        333    4      D/25
                          (Disintegrate 250 lbs)
  0.  Overload  50y blast radius  DV 10,000 in blast
                                  radius

MKI Phaser/Phaser I/Civilian Model    20
  1.  Stun, Lt.            833    1     38*/12*        
       (Conscious, but paralysed for d10 min.)
  2.  Stun.                833    2     38*/12*        
                         (Unconscious, 2d10+10 min.)
  3.  Stun.                833    3     38*/12*        
                         (Unconscious, 3d10+20 min.)
  4.  Stun, Wide Angle     833    4     38*/12*        
                         (Unconscious, 2d10+10 min.)
  5.  Stun, Heavy          833    2     60*/20*
           (Uncons. 6d6 hours, Save vs. Death or
                      receive permanent nerve damage)
  6.  Heat                  3     2     40/20 (7000 F)
  7.  Weld/Cut              1     1     50/25

MKII Phaser/Phaser II (TOS)          35
  1.  Stun, Lt.            833    1     38*/12*        
       (Conscious, but paralysed for d10 min.)
  2.  Stun.                833    2     38*/12*        
                         (Unconscious, 2d10+10 min.)
  3.  Stun.                833    3     38*/12*        
                         (Unconscious, 3d10+20 min.)
  4.  Stun, Wide Angle     833    4     38*/12*        
                         (Unconscious, 2d10+10 min.)
  5.  Stun, Heavy          833    2     60*/20*
           (Uncons. 6d6 hours, Save vs. Death or
                      receive permanent nerve damage)
  6.  Heat                  3     2     40/20 (7000 F)
  7.  Weld/Cut              1     1     50/25
  8.  Disrupt/Kill         833    2     75/20
  9.  Dematerialize        333    4      D/25
                          (Disintegrate 300 lbs)
  0.  Overload  150y blast radius  DV 1,000,000 in
                                     blast radius

MKIII Phaser/Phaser Rifle (TOS)      50
      Stun.                833    2     38*/12*        
                         (Unconscious, 2d10+10 min.)
      Stun, Wide Angle     833    4     38*/12*        
                         (Unconscious, 2d10+10 min.)
      Stun, Heavy          833    2     60*/20*
           (Uncons. 6d6 hours, Save vs. Death or
                      receive permanent nerve damage)
      Heat                  3     2     40/20 (7000 F)
      Disrupt/Kill         833    2     75/20
      Dematerialize        333    4      D/50
                          (Disintegrate 500 lbs)
      Overload  150y blast radius  DV 1,000,000 in
                                     blast radius


MKI Phaser/Phaser 1B (Movies)        20
      Stun.                833    2     40*/15*        
                         (Unconscious, 2d10+10 min.)
      Stun, Wide Angle     833    4     40*/15*        
                         (Unconscious, 2d10+10 min.)
      Stun, Heavy          833    2     65*/25*
           (Uncons. 6d6 hours, Save vs. Death or
                      receive permanent nerve damage)
      Heat                  3     2     60/30 (7000 F)
      Disrupt/Kill         833    2     80/30
      Dematerialize        333    4      D/30
                          (Disintegrate 300 lbs)
      Overload  50y blast radius  DV 10,000 in blast
                                  radius


MKII Phaser/Phaser 2B (Movies)       40
      Stun.                833    2     40*/15*        
                         (Unconscious, 2d10+10 min.)
      Stun, Wide Angle     833    4     40*/15*        
                         (Unconscious, 2d10+10 min.)
      Stun, Heavy          833    2     65*/25*
           (Uncons. 6d6 hours, Save vs. Death or
                      receive permanent nerve damage)
      Heat                  3     2     60/30 (7000 F)
      Disrupt/Kill         833    2     80/30
      Dematerialize        333    4      D/50
                          (Disintegrate 500 lbs)
      Overload  150y blast radius  DV 1,000,000 in
                                     blast radius


No stats on new phasers as yet.


