TEXT: cover art
   jeremy simmons
  interior art
   joseph wigfield
  v. shane 
  editing
  chris davis
  layout
  chris davis
  play testing
  paula rice, edward lennon, 
  corey hodges, chris davis, charles 
  baize
  www.rpgobjects.com
  by 
  charles rice 
  Requires the use of the d20 Modern Roleplaying Game, 
  published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are trademarks of 
  Wizards of the Coast, Inc. in the United States and other 
  countries and are used with permission
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of 
  Wizards of the Coast, Inc. and are used according to the 
  terms of the d20 System License version 6.0.  A copy of 
  this License can be found at www.wizards.com/d20.
  v2.0
  
  2 
  combat procedures manual
  combat procedures manual
  introduction
  Welcome to book two of the revamped and updated 
  Blood and Guts, the Combat Procedures Manual. 
  This book offers a plethora of new and modiﬁed rules 
  to make your combats gritty, dangerous or just plain 
  realistic enough to suit the kind of campaign you want 
  to run. 
  One of the most popular sections of the original 
  Blood and Guts was the optional combat rules section, 
  which gave game masters a number of options to dial 
  the lethality of their campaign up to the appropriate 
  level of grittiness. This book is the descendant of that 
  section, expanded, updated and made even wickeder 
  than it was before. 
  new combat options 
  The combat rules in d20 Modern are rock solid 
  rules for those who want combat that is fun, not too 
  realistic, and geared toward quick resolution.  For the 
  GM who desires a little more detail, or perhaps a little 
  deadlier game, some alternate rules are presented. To 
  help the GM select the level of realism she wants for 
  her game, the rules are rated.  
  Modern is for rules that don’t really change combat, 
  just provide a little more detail. 
  Gritty rules make things a little more dangerous 
  for the characters, but not to the point that it should 
  change the way they play (the PCs can still charge 
  machine gun nests; they just won’t all make it out 
  alive).
  True Grit make combat ﬂat out rough. If several of 
  these rules are applied, combat is going to become a 
  bloody affair where PCs die regularly.
  armor as dr
  Modern
  damage reduction conversion
  To convert armor to Damage Reduction take the 
  armor’s Defense bonus and divide by two applying 
  one-half the armor bonus as an equipment bonus to 
  Defense and the other half as Damage Reduction. 
  In the case of fractional values, round down for the 
  Defense bonus and up for the Damage Reduction.
  DR = original equipment bonus / 2 (rounded up)
  New Equipment bonus = original equipment bonus / 2 
  (rounded down)
  inserts
  Inserts allow a wearer to customize body armor for 
  a speciﬁc purpose. The statistics below modify the 
  damage reduction, maximum Dexterity, armor penalty 
  and weight of any armor they are worn with. Inserts 
  must be purchased separately but may be worn with 
  armor of any grade (from concealable to tactical to 
  military). 
  Almost all bulletproof vests manufactured today 
  contain a concealed slip pocket for an insert to be 
  placed in. If a speciﬁc insert is going to be worn all 
  the time, this slip pocket can simply be sewn shut.
  flexible trauma insert
  This light insert provides some additional protection 
  against blunt force trauma (including explosives).
  steel trauma insert
  This insert provides more protection than the ﬂexible 
  trauma insert but has more weight. If you were on 
  a bomb squad rotation or heading into a riot, you 
  wouldn’t mind the added heft of one of these.
  table 1: armor tables
  Armor
  Type
  Defense 
  Bonus
  Nonprof. 
  Bonus 
  Damage 
  Reduction
  Max. 
  Dex.
  Armor 
  Penalty
  Speed 
  (30ft.) Weight Purchase 
  DC
  Restriction
  Light Armor
  Leather jacket
  Impromptu
  +0
  +0
  1
  +8
  -0
  30
  4 lb.
  10
  ---
  Light Undercover Shirt
  Concealable
  +1
  +0
  1
  +6
  -0
  30
  2 lb.
  13
  Lic. (+1)
  Pull-up Pouch vest
  Concealable
  +1
  +0
  1
  +6
  -1
  30
  2 lb.
  13
  Lic. (+1)
  Undercover Vest
  Concealable
  +1
  +0
  2
  +5
  -2
  30
  3 lb.
  14
  Lic. (+1)
  Medium Armor
  Concealable Vest
  Concealable
  +2
  +1
  2
  +4
  -3
  25
  4 lb.
  15
  Lic. (+1)
  Light Duty Vest
  Tactical
  +2
  +1
  3
  +3
  -4
  25
  8 lb.
  16
  Lic. (+1)
  Tactical Vest
  Tactical
  +3
  +1
  3
  +2
  -5
  25
  10 lb.
  17
  Lic. (+1)
  Heavy Armor
  Special Response Vest
  Tactical
  +3
  +1
  4
  +1
  -6
  20
  15 lb.
  18
  Lic. (+1)
  Forced Entry Unit
  Tactical
  +4
  +2
  5
  +0
  -8
  20
  20 lb.
  19
  Lic. (+1)
  
  3 
  combat procedures manual
  titanium trauma insert
  Similar to the steel version, but provides better 
  protection and lighter materials. 
  anti-stab insert
  Especially popular with police and corrections 
  ofﬁcers, these ﬂexible inserts help improve the 
  weakness of most body armors against stabbing 
  weapons. 
  outershell 
  The opposite of an insert, this one-piece hard shell 
  allows law enforcement ofﬁcers to quickly covert a 
  concealable vest into something more substantial. 
  If worn over any concealable armor, the Outershell 
  causes it to function in every way like a Light Duty 
  Vest. If a concealable armor is not worn underneath 
  the Outershell it will function as an Undercover Vest.
  Donning an Outershell is quick and efﬁcient by 
  design and may be done with a full-round action. 
  tactical outershell
  Tactical Outershell operates in the same way that 
  standard Outershell does, except that it functions 
  as a Tactical Vest when worn over concealable 
  armor.   If worn alone this Outershell also acts like an 
  Undercover Vest.
  ceramic insert (light, medium and 
  heavy)
  These inserts provide maximum protection against 
  military weapons and even help to protect against 
  armor piercing ammunition.
  buoyancy insert
  This insert provides no additional protection but 
  causes body armor to double as a ﬂotation device. 
  Especially handy for coast guard ofﬁcers, armor with 
  this insert does not apply its armor check penalty 
  to swimming skill checks and allows a person so 
  equipped to stay aﬂoat indeﬁnitely.
  archaic armor
  Archaic Armor under these rules works much the 
  same as it does in the standard rules except when it 
  comes to ﬁrearms. The advent of gunpowder weapons 
  was the death of heavy armor and these rules attempt 
  to reﬂect that.
  archaic armor vs. archaic weapons
  When facing archaic weapons, archaic armor 
  functions normally, providing a bonus to Defense and 
  Damage Reduction.
  table 2: armor inserts
  Insert
  Damage Reduction
  Max.
  Dex.
  Armor 
  Penalty
  Speed
  (30 ft.)
  Weight
  Purchase 
  DC
  Restriction
  Flexible Trauma
  +1 (+2 vs. Blunt)
  -1
  -1
  -0
  +2 lbs.
  13
  Lic. (+1)
  Steel Trauma
  +1 (+3 vs. Blunt)
  -2
  -2
  -0
  +4 lbs.
  14
  Lic. (+1)
  Titanium Trauma
  +1 (+4 vs. Blunt)
  -2
  -2
  -0
  +3 lbs.
  15
  Lic. (+1)
  Anti-Stab 
  +1 (+3 vs. Piercing)
  -2
  -2
  -0
  +5 lbs.
  15
  Lic. (+1)
  Outershell
  *
  *
  *
  *
  *
  17
  Lic. (+1)
  Tactical Outershell
  *
  *
  *
  *
  *
  18
  Lic. (+1)
  Light Ceramic Insert
  +1 (+2 vs. Ballistic)
  -1
  -1
  -0
  +3 lbs.
  15
  Lic. (+1)
  Medium Ceramic Insert
  +1 (+3 vs. Ballistic)
  -2
  -2
  -0
  +6 lbs.
  16
  Lic. (+1)
  Heavy Ceramic Insert
  +1 (+4 vs. Ballistic)
  -3
  -3
  -0
  +8 lbs.
  18
  Lic. (+1)
  Buoyancy Insert
  *
  -0
  -0
  -0
  +2 lbs.
  12
  Lic. (+1)
  * See below
  table 3: archaic armor 
  Armor
  Type
  Defense 
  Bonus
  Nonprof. 
  Bonus 
  Damage 
  Reduction
  Max. 
  Dex.
  Armor 
  Penalty
  Speed 
  (30ft.) Weight Purchase 
  DC
  Restriction
  Light Armor
  Padded Armor
  Archaic
  +0
  +0
  1/ﬁrearms
  +8
  -0
  30
  10 lb.
  10
  ---
  Leather
  Archaic
  +1
  +0
  1/ﬁrearms
  +6
  -0
  30
  15 lb.
  12
  ---
  Studded Leather
  Archaic
  +1
  +0
  2/ﬁrearms
  +5
  -1
  30
  20 lb.
  14
  ---
  Chain Shirt
  Archaic
  +2
  +1
  2/ﬁrearms
  +4
  -2
  30
  25 lb.
  16
  ---
  Medium Armor
  Hide
  Archaic
  +1
  +0
  2/ﬁrearms
  +4
  -3
  20
  25 lb.
  15
  ---
  Scale Mail
  Archaic
  +2
  +1
  2/ﬁrearms
  +3
  -4
  20
  30 lb.
  17
  ---
  Chainmail
  Archaic
  +2
  +1
  3/ﬁrearms
  +2
  -5
  20
  40 lb.
  18
  ---
  Breastplate
  Archaic
  +2
  +1
  3/ﬁrearms
  +3
  -4
  20
  30 lb.
  19
  ---
  Heavy Armor
  Splint Mail
  Archaic
  +3
  +1
  3/ﬁrearms
  +0
  -7
  20
  45 lb.
  20
  ---
  Banded Mail
  Archaic
  +3
  +1
  3/ﬁrearms
  +1
  -6
  20
  35 lb.
  21
  ---
  Half Plate
  Archaic
  +3
  +1
  4/ﬁrearms
  +0
  -7
  20
  50 lb.
  22
  ---
  Full Plate
  Archaic
  +4
  +2
  4/ﬁrearms
  +1
  -6
  20
  50 lb.
  23
  ---
  
  4 
  combat procedures manual
  archaic armor vs. modern weapons
  Modern weapon attacks are touch attacks against 
  archaic armor, avoiding the armor’s equipment bonus 
  entirely. The damage from a modern weapon also 
  ignores the Damage Reduction of archaic armor. 
  Note that since heavy armor lowers your maximum 
  dexterity this makes it a hindrance against gunpowder 
  weapons not an advantage (exactly what happened in 
  the real world).  In short, the wearer of archaic armor 
  in modern times gains no beneﬁts against modern 
  weapons.
  armor penetration
  One of the most important characteristics of a modern 
  weapon is its ability to penetrate armor. The simplest 
  way to accomplish this for the personal ﬁrearms 
  in the Modern core rules is to allow the weapon to 
  ignore one point of DR per 8 points of the weapon’s 
  maximum damage (rounded down). 
  For convenience the penetration value of all the 
  core ﬁrearms is presented below.
  Handgun
  Penetration
  Beretta 92F
  1
  Beretta 93R
  1
  Colt Double Eagle
  1
  Colt M1911
  1
  Colt Python
  1
  Derringer
  1
  Desert Eagle
  2
  Glock 17
  1
  Glock 20
  1
  MAC Ingram M10
  1
  Pathﬁnder
  1
  Ruger Service 6
  1
  S&W M29
  2
  SITES M9
  1
  Skorpion
  1
  TEC-9
  1
  Walther PPK
  1
  Longarm
  Penetration
  AKM/AK-47
  2
  Barrett Light 50
  3
  Beretta M3P
  2
  Browning BPS
  2
  HK G3
  2
  HK MP5
  2
  HK MP5K
  2
  HK PSG1
  2
  M16A2
  2
  M4 Carbine
  2
  Mossberg
  2
  Remington 700
  2
  Sawed-off Shotgun
  2
  Steyr AUG
  2
  Uzi
  2
  Winchester 94
  2
  Heavy Weapons
  Penetration
  M-60
  2
  M2HB
  3
  M72A3 LAW
  7
  explosives penetration
  Explosives can also penetrate DR. If an explosive 
  has no armor piercing listed (such as C-4) it ignores 
  one DR per three dice of damage unless steps have 
  been taken to enhance the explosives anti-personnel 
  capabilities (fragmentation or even just packing nails 
  around a scratch-built explosive) in which case the 
  armor ignores 1 DR per die of damage. 
  melee and archaic weapons penetration
  One challenge for body armor in the modern world 
  is the effect stabbing weapons have on it. Many 
  stabbing weapons penetrate Kevlar with ease making 
  law enforcement personnel (especially those in 
  the corrections ﬁelds) vulnerable when making 
  arrests or performing cell extractions (removal of an 
  uncooperative prisoner from a prison cell). In fact 
  many of the inserts and new armors detailed above 
  are speciﬁcally designed to counteract the effect of 
  stabbing weapons on standard body armor.
  The penetration of melee and archaic weapons 
  are based on their damage type. In addition melee 
  weapons gain a +1 bonus to their penetration when 
  used two-handed. 
  Damage Type
  Penetration
  Two-Handed Penetration
  Bludgeoning
  1
  2
  Slashing
  1
  2
  Piercing
  3
  4
  armor piercing ammunition
  Making ammunition out of different materials or of 
  a different design to better penetrate body armor is a 
  subject of much research and military spending.
  To represent armor piercing ammunition, use the 
  table below. All armor piercing ammunition has a 
  Restriction level of Military (+3 cost to buy on the 
  black market if not authorized).
  Ammunition
  (quantity)
  Normal Penetration +1 Penetration +2
  5.56mm (20)
  4
  9
  14
  7.62mm (20)
  4
  9
  14
  7.62mmR (20)
  4
  9
  14
  .444 caliber (20)
  6
  11
  16
  .50 caliber (20)
  6
  11
  16
  9mm (50)
  5
  10
  15
  10mm (50)
  5
  10
  15
  .22 caliber (50)
  4
  9
  14
  .32 caliber (50)
  5
  10
  15
  .38 special (50)
  5
  10
  15
  .357 caliber (50)
  5
  10
  15
  .44 caliber (50)
  5
  10
  15
  .45 caliber (50)
  5
  10
  15
  .50AE caliber (50)
  6
  11
  16
  new feats
  Following are a few new feats for these modiﬁed 
  armor rules.  
  
  5 
  combat procedures manual
  armor familiarity 
  You have a growing familiarity with your armor.
  Prerequisite: Strength 13+, Armor Proﬁciency 
  (light)
  Effect: When wearing a suit of armor with which 
  you are proﬁcient you decrease the armor check 
  penalty by 1.
  Special: You may take this feat multiple times. Its 
  effects stack.
  armor tolerance 
  Even the heaviest armor feels light and natural to you.
  Prerequisite: Armor Proﬁciency (light)
  Effect: When wearing a suit of armor with which 
  you are proﬁcient you increase the maximum 
  Dexterity bonus by +1.
  Special: You may take this feat multiple times. Its 
  effects stack. 
  brute force
  You are skilled at using hand-to-hand weapons to 
  penetrate armor, using strength to your advantage. 
  Prerequisite: Strength 13+
  Effect: You gain a +1 penetration when using any 
  melee weapon. 
  targeting finesse
  You are skilled enough to bypass armor when using 
  light weapons.
  Prerequisite: Weapon Finesse
  Effect: When you attack with a ﬁnesse weapon you 
  may ignore any damage reduction from Armor.
  firearm combat 
  options
  autofire
  Modern
  Under this optional rule, a character may use 
  autoﬁre as a full attack action against a speciﬁc target 
  without a feat. Campaigns using these rules can still 
  allow a character to use autoﬁre to attack an area, per 
  the standard rules.
  For every 10 rounds the character ﬁres from his 
  weapon he may make an additional attack. The 
  character may make as many attacks as he wishes, 
  limited only by the amount of ammunition he 
  possesses.
  The character may attack multiple targets but all 
  targets must be in the same 10-foot by 10-foot area 
  (20-feet by 20-feet if the character has the Strafe feat). 
  Each attack beyond the ﬁrst imposes a cumulative 
  –10 penalty to hit (-10 for the second attack, -20 for 
  the third and so forth). 
  These rules use the following new or modiﬁed feats.
  advanced firearms proficiency 
  (modified feat)
  You are skilled in using fully automatic weapons.
  Prerequisite: Personal Firearms Proﬁciency
  Effect: When attacking a target multiple times with 
  a weapon set on autoﬁre you only suffer a –8 penalty 
  to hit on each attack roll beyond the ﬁrst.
  advanced firearms proficiency, greater
  You are extremely skilled in using fully automatic 
  weapons. 
  Prerequisite: Personal Firearms Proﬁciency, 
  Advanced Firearms Proﬁciency, BAB 10+
  
  6 
  combat procedures manual
  Effect: When attacking a target multiple times with 
  a weapon set on autoﬁre you only suffer a –5 penalty 
  to hit on each attack roll beyond the ﬁrst. 
  autofire economy
  You are extremely efﬁcient when ﬁring a weapon on 
  autoﬁre, wasting as little ammunition as possible.
  Prerequisite: Personal Firearms Proﬁciency, 
  Advanced Firearms Proﬁciency, BAB 5+
  Effect: You only need to expend 5 rounds per 
  additional attack.
  Normal: Under these modiﬁed rules a character 
  normally expends 10 rounds per additional attack.
  cover fire 
  Modern
  One of the key advantages of a gun is to make the 
  other guy duck.  One character armed with a weapon 
  capable of ﬁring on automatic may grant characters 
  a Defense bonus of +2, or his Dexterity modiﬁer, 
  whichever is higher.
  crossfire
  Gritty
  This rule is designed to make combat a little dicier 
  for the PCs, and a lot dicier for Ordinaries. Thus, this 
  rule makes Hostage Rescue operations particularly 
  difﬁcult. This rule is based on an unfortunate reality 
  of modern combat: modern ﬁrearms have so much 
  power, that even when they hit, they pass through 
  targets, ricochet off objects, pass through walls, and 
  so forth. 
  Any Ordinary within one range increment of a 
  ﬁreﬁght (based on the shortest range of any weapon 
  being used) has to make a Reﬂex save every round 
  to avoid taking 1d12 Crossﬁre damage (this damage 
  represents that bullets can lose velocity, strike at odd 
  angles, or that the character is being hit by a shell 
  casing or chunk of debris). The DC of this save is 
  determined by the conditions of the battle, as shown 
  on the table below.
  Battle Conditions
  Save DC
  Two sides involved in ﬁreﬁght
  10
  Three sides involved in ﬁreﬁght
  15  
  Four or more sides involved in ﬁreﬁght
  20
  Each attack that misses its target this round
  +1
  Each attack that is a Natural 1 this round
  +5
  damaging firearms
  True Grit  
  This rule makes even a normal hit from a ﬁrearm 
  more dangerous. Increase the damage of all ﬁrearms 
  by one die. So a weapon that does 2d8 will do 3d8 
  under this variant. When combined with Armor as 
  DR (see above) this variant makes body armor that 
  absorbs damage a must for anyone intending to spend 
  a lot of time in a ﬁreﬁght.
  deadly firearms 
  True Grit  
  This rule makes Massive Damage from a ﬁrearm 
  a much more dangerous condition for a character.  
  Anytime a Massive Damage save is called for, the 
  character must succeed at a Fortitude check equal to 
  the damage inﬂicted (the DC is normally 15), or die 
  (normally a character falls to –1 HP).
  For example: Sgt. Wilson is struck by a sniper bullet 
  and takes 28 points of damage.  Normally he would 
  have to make a massive damage save (DC 15) or 
  fall to –1 HP.  If Deadly Firearms is being used, the 
  character would have to make a massive damage save 
  (DC 28) or die.
  friendly fire 
  True Grit  
  This rule makes player characters (and hero NPCs) 
  as vulnerable to Crossﬁre as Ordinaries.
  suppression fire  
  Modern
  A character with a weapon capable of automatic ﬁre 
  may attack a square, instead of a target.  Anyone in 
  that square who does anything except hit the dirt and 
  stay there suffers an attack of opportunity.  This ability 
  does not allow a character to make more attacks of 
  opportunity than normal.
  injury combat options
  combat fatigue
  Gritty
  A ﬁreﬁght may only last a minute, usually less, but 
  when it’s over, soldiers are as tired as if they had been 
  marching all day.  Anytime a character is involved in 
  combat, the character must make a Will Save (DC 15) 
  or be Mentally Fatigued (see New Conditions below) 
  for one hour.  If a character engages in combat again 
  in this time, the character must make another Will 
  save (DC 15) or become Mentally Exhausted (see new 
  Conditions below).
  common injuries 
  True Grit
  As Injuries (see below), except a character must 
  roll a save to avoid being injured any time an attack 
  is a Critical Threat as well (whether or not that Threat 
  results in a Critical is irrelevant).
  hit location
  Gritty
  Under this rule, characters roll to determine where 
  their attack lands. This affects both the damage 
  inﬂicted from a normal attack as well as that inﬂicted 
  by a conﬁrmed critical.
  D20: The roll (made after a successful attack) to 
  determine hit location.
  
  7 
  combat procedures manual
  Location: A brief description of the area damaged.
  Damage modiﬁer: The modiﬁer to the damage 
  from a normal attack (this modiﬁer is not applied to 
  conﬁrm a critical).
  Critical modiﬁer: This is the modiﬁer to the 
  weapon’s critical multiplier, so a conﬁrmed critical 
  with a weapon with a critical multiplier of x2, landed 
  on the head, would inﬂict x4 damage.
  Attack modiﬁer: As a full attack a character may 
  make an attack at the area of the body, with the listed 
  penalty to the attack roll. 
  Possible injuries: If the injury rules are also being 
  used (see below) then the hit location limits the 
  possible range of injuries. 
  location expertise (new feat)
  You have trained to attack speciﬁc areas of the body,
  Prerequisite: Combat Expertise, Int 13+, BAB 1+
  Effect: When you attempt to attack a speciﬁc area 
  of the body it is an attack action. If you are eligible 
  to receive multiple attacks you may target a different 
  area of the body with each attack.
  Normal: Attacking a speciﬁc area of the body is 
  normally a full attack action, precluding the possibility 
  of multiple attacks.
  horrors of war 
  True Grit  
  If this rule is in effect, characters may lapse into 
  Mental Paralysis immediately (without ﬁrst suffering 
  from Mental Fatigue or Exhaustion) upon seeing the 
  death of someone they know, if they fail a Will Save 
  (DC 20).  
  injuries 
  Gritty 
  Any time a character must make a Massive Damage 
  save, he also must save to avoid being injured.  The 
  DC to avoid being injured is 15; the same as the 
  Massive Damage save.  Note that a character must 
  save to avoid being injured even if he fails his 
  Massive Damage save and falls unconscious (if the 
  character is stabilized and lives, the injury will still 
  need to heal). 
   All injuries are treatable by the Treat Injury skill, 
  at a DC listed on the table below. Injuries do not heal 
  naturally; they are permanent unless the character 
  receives medical attention. There is a “golden hour” of 
  time during which a character is most easily treated. 
  This is the reason armies at war have developed an 
  intricate pattern of care with combat medics in the 
  ﬁeld, followed by emergency ﬁeld hospitals, then 
  MASH (Mobile Army Surgical Hospitals) units 
  further back away from the action and ﬁnally non-
  combat medical facilities.
  If a character’s injury goes untreated during the 
  golden hour, the Treat Injury DC rises by one per 
  hour (in Gritty campaigns) or 5 per hour (in True Grit 
  campaigns).
  Using injuries causes combat to become more 
  dangerous, since the character might feel the effects 
  of any successful attack long after the combat itself, 
  even if he survives. In True Grit campaigns a single 
  combat could mark the character forever, forcing him 
  to live with the effects of the combat or even forcing 
  his retirement from adventuring. 
  Character is blinded: As the standard condition. 
  If the Treat Injury skill DC is failed then the character 
  is blinded for 1-6 months (in Gritty campaigns) or 
  permanently (in True Grit campaigns).
  Character’s eyes are damaged: The character 
  suffers a penalty to Spot skill checks equal to –1 per 
  4 points of damage inﬂicted by the injury. If the Treat 
  Injury skill DC succeeds the character recovers half of 
  the penalty immediately and recovers the remainder at 
  the rate of one point per day. 
  If the Treat Injury skill DC is failed then the 
  character’s penalty to Spot checks slowly improves 
  by one point per month (in Gritty campaigns) or is 
  permanent (in True Grit campaigns).
  table 4: hit location
  D20
  Location
  Damage 
  Modiﬁer
  Critical 
  Modiﬁer
  Attack 
  Modiﬁer
  Possible Injuries
  1
  Head 
  X2
  +2
  -8
  Blinded, Eyes Damaged, Deafened, Ears damaged, concussion, 
  bleeding, loss of Intelligence and/or Wisdom, coma
  2
  Throat
  X2
  +2
  -8
  Bleeding, loss of Constitution, exhausted, fatigued
  3-8
  Chest
  X1
  +0
  -2
  Strength loss, Constitution loss, exhausted, fatigued, bleeding, 
  internal bleeding
  9-10
  Stomach
  X1
  +1
  -4
  Constitution loss, exhausted, fatigued, bleeding, internal bleeding
  11-12
  Lower Abdomen
  X1
  +1
  -4
  Constitution loss, exhausted, fatigued, bleeding, internal bleeding
  13
  Shoulder
  X1
  +0
  -2
  Strength loss, arm loss, broken arm, bleeding
  14
  Bicep
  X½  
  -1
  -2
  Strength loss, arm loss, broken arm, bleeding
  15
  Hand/Forearm
  X½ 
  -1
  -2
  Strength loss, Dexterity loss, arm loss, broken arm, bleeding
  16
  Groin
  X1½ 
  +1
  -6
  Constitution loss, exhausted, fatigued, bleeding, internal bleeding
  17
  Thigh
  X1
  +0
  -2
  Strength loss, leg loss, broken leg, Defense penalty, movement 
  penalty, Dexterity loss
  18
  Knee
  X1
  +1
  -4
  Leg loss, broken leg, Defense penalty, movement penalty, 
  Dexterity loss
  19
  Calf
  X1
  +0
  -2
  Leg loss, broken leg, movement penalty, Dexterity loss
  20
  Foot
  X½ 
  -1
  -2
  Broken leg, movement penalty, Dexterity loss
  
  8 
  combat procedures manual
  Character is deafened: As the standard condition. 
  If the Treat Injury skill DC is failed then the character 
  is blinded for 1-6 months (in Gritty campaigns) or 
  permanently (in True Grit campaigns).
  Character’s hearing is damaged: The character 
  suffers a penalty to Listen skill checks equal to –1 per 
  4 points of damage inﬂicted by the injury. If the Treat 
  Injury skill DC succeeds the character recovers half of 
  the penalty immediately and recovers the remainder at 
  the rate of one point per day. 
  If the Treat Injury skill DC is failed then the 
  character’s penalty to Listen checks slowly improves 
  by one point per month (in Gritty campaigns) or is 
  permanent (in True Grit campaigns).
  Character has suffered a concussion: As the new 
  condition (see below). If the Treat Injury skill DC is 
  failed then the character suffers from this condition 
  for 1-6 weeks (in Gritty campaigns) or has suffered a 
  permanent brain injury, causing the effects to become 
  permanent (in True Grit campaigns).
  Character loses Strength: The character loses 
  one point of Strength per 4 points of damage inﬂicted 
  by the attack. If the Treat Injury skill DC succeeds 
  the character recovers half of the lost Strength 
  immediately and recovers the remainder at the rate of 
  one point per day.
  If the Treat Injury skill DC is failed then the 
  character’s penalty to Strength slowly improves 
  by one point per month (in Gritty campaigns) or is 
  permanent (in True Grit campaigns).
  Character loses Constitution: The character loses 
  one point of Constitution per 4 points of damage 
  inﬂicted by the attack. If the Treat Injury skill DC 
  succeeds the character recovers half of the lost 
  Constitution immediately and recovers the remainder 
  at the rate of one point per day.
  If the Treat Injury skill DC is failed then the 
  character’s penalty to Constitution slowly improves 
  by one point per month (in Gritty campaigns) or is 
  permanent (in True Grit campaigns).
  Character acts as if exhausted: As the standard 
  condition. If the Treat Injury skill DC is failed then 
  the character is exhausted for 1-6 months (in gritty 
  campaigns) or permanently (in True Grit campaigns). 
  This injury represents damage to the character’s lungs, 
  diaphragm or intestines.  
  Character acts as if fatigued: As the standard 
  condition. If the Treat Injury skill DC is failed then 
  the character is fatigued for 1-6 months (in gritty 
  campaigns) or permanently (in True Grit campaigns). 
  This injury represents damage to the character’s lungs, 
  diaphragm or intestines.
  Character is in danger of losing an arm: Only 
  having one arm imposes a –4 penalty to all Climb 
  skill checks as well as all Grapple checks. It also 
  precludes the use of any Two-Weapon ﬁghting feats 
  the character may possess or the ability to use two-
  handed weapons. If the character’s primary hand is 
  injured (assumed to be the right hand for 95% of all 
  characters), then the character will also suffer off-
  hand penalties for one year (6 months if the character 
  possesses a two-weapon ﬁghting feat).
  If the Treat Injury skill DC is failed then the 
  character cannot use one of his arms (chosen at 
  random) for 1-6 months (in Gritty campaigns) or the 
  arm must be removed (in True Grit campaigns).
  Character suffers a broken arm: As the new 
  condition (see below). The Treat Injury check for this 
  injury implies that the bone has been set so it can heal 
  properly.
  Character is in danger of losing a leg: Only 
  having one leg reduces the character’s movement rate 
  to 10 feet per round, precludes the use of the Jump 
  skill and imposes a –4 penalty on all Tumble and 
  Balance skill checks. The character also receives no 
  Dexterity bonus to Defense. Modern prosthetics can 
  remove the Movement penalty, allow the use of the 
  Jump skill with a –4 penalty, restore the character’s 
  Dexterity bonus to Defense and reduce the penalty to 
  Tumble and Balance checks to –2.
  If the Treat Injury skill DC is failed then the 
  character cannot use one if his legs for 7-12 months 
  (in Gritty campaigns) or the leg must be removed (in 
  True Grit campaigns).
  Character suffers a Defense penalty: The 
  character suffers a –1 penalty to Defense for each 
  4 points of damage inﬂicted by the attack. This 
  represents an injury that would affect the character’s 
  lateral, but not straight-line movement (certain knee, 
  hip and tendon injuries).
  If the Treat Injury skill DC is failed then the 
  character suffers this penalty for 1-6 months (in Gritty 
  campaigns) or permanently (in True Grit campaigns).
  Character suffers a penalty to Movement: The 
  character suffers a –5 feet penalty to Movement for 
  table 5: injuries
  Roll
  Effect
  Treat 
  Injury DC
  1
  Character is Blinded
  25
  2
  Character’s eyes are damaged
  25
  3
  Character is Deafened
  25
  4
  Character’s hearing is damaged
  25
  5
  Character has suffered a Concussion (see 
  new Conditions)
  20
  6
  Character loses Strength
  20 
  7
  Character loses Constitution
  20
  8
  Character acts as if Exhausted
  20
  9
  Character acts as if Fatigued
  20 
  10
  Character is in danger of losing an arm
  20
  11
  Character suffers a broken arm
  15 
  12
  Character is in danger of losing a leg
  20
  13
  The character suffers a Defense penalty
  15
  14
  Character suffers a penalty to movement
  15
  15
  The character loses Dexterity
  20
  16
  The character suffers a broken leg (see 
  new Conditions)
  20
  17
  Character is bleeding
  15
  18
  Character is bleeding internally
  20*
  19
  Character loses Intelligence and/or 
  Wisdom
  25
  20
  Character is in a coma
  25
  *Requires Surgery feat
  
  9 
  combat procedures manual
  each 10 points of damage inﬂicted by the attack.
  If the Treat Injury skill DC is failed then the 
  character suffers this penalty for 1-6 months (in Gritty 
  campaigns) or permanently (in True Grit campaigns).
  Character loses Dexterity: The character loses one 
  point of Dexterity per 4 points of damage inﬂicted 
  by the attack. If the Treat Injury skill DC succeeds 
  the character recovers half of the lost Dexterity 
  immediately and recovers the remainder at the rate of 
  one point per day.
  If the Treat Injury skill DC is failed then the 
  character’s penalty to Dexterity slowly improves 
  by one point per month (in Gritty campaigns) or is 
  permanent (in True Grit campaigns).
  Character suffers a broken leg: As the new 
  condition (see below). The Treat Injury check for this 
  injury implies that the bone has been set so it can heal 
  properly.
  Character is bleeding: Character suffers 1-6 points 
  of damage per round for one round per 4 points of 
  damage inﬂicted by the initial attack. 
  Character is bleeding internally: A much more 
  serious condition, this is not even evident except 
  by its symptoms. The character loses one point of 
  Constitution per hour until the bleeding is stopped 
  (requiring a Treat Injury skill check DC 20 by a 
  character with the Surgery feat) or until the character 
  dies. 
  Character loses Intelligence and/or Wisdom: 
  This injury represents a serious brain injury. The 
  character loses one point of Intelligence and/or 
  Wisdom (distributed randomly) per 4 points of 
  damage inﬂicted by the attack. If the Treat Injury skill 
  DC succeeds the character recovers half of the lost 
  Intelligence and/or Wisdom immediately and recovers 
  the remainder at the rate of one point per day.
  If the Treat Injury skill DC is failed then the 
  character’s penalty to Intelligence and/or Wisdom 
  slowly improves by one point per month (in Gritty 
  campaigns) or is permanent (in True Grit campaigns).
  Character is in a coma: The character drops to 
  0 HP immediately and is unconscious (though there 
  are debates as to how much a character in a coma can 
  perceive of his surroundings). If the Treat Injury check 
  is successful the character will wake in 1-6 weeks. 
  If the check is failed it may be retried in 6 weeks, 
  but the DC is increased by 1 (this is an exception 
  to the golden hour rule above). This check may be 
  tried every 6 weeks but the DC continues to rise and 
  eventually there is no hope of recovery.
  new conditions
  concussion  
  This condition persists for 2-12 days, after which it 
  will heal naturally.  A character with a concussion 
  will often appear perfectly ﬁne, but will occasionally 
  suffer dizziness, see spots, and in rare cases may even 
  believe he is somewhere else, or become extremely 
  confused.  A character with this condition can only use 
  half his ranks in any skill.  A character that succeeds 
  at a Will save may make a skill check with his full 
  number of skill ranks, but the character must make 
  this save again each time he makes a skill check as 
  long as this condition persists.
  broken arm 
  This condition persists for 1-6 weeks, minus one week 
  per point of the character’s Constitution modiﬁer, 
  minimum 1 week.  If a character has a broken arm that 
  is not set, the character may use that arm normally, 
  but suffers a –2 to all actions performed with that arm, 
  and must make a Fortitude Save (DC 15) or suffer 1-6 
  points of damage when using that arm.  A character 
  with a First Aid kit may make a Treat Injury check 
  (DC 15) to set a broken arm.  This reduces the penalty 
  to –1, and the character suffers no damage from using 
  the limb.  Once an arm is set, only the –1 penalty 
  applies until the condition is healed. 
  broken leg 
  This condition persists for 1-6 months, minus one 
  month per point of the character’s Constitution 
  modiﬁer, minimum 2 months.  If a character has a 
  broken leg that is not set, the character may stand on 
  that leg, but suffers a –4 penalty to Defense, and must 
  make a Fortitude Save (DC 15) or suffer 1-6 points 
  of damage each round the character stands on that 
  leg. A character standing on one leg is ﬂat-footed, 
  but does not suffer damage.  A character standing on 
  one foot or on a broken leg that is hit in combat must 
  make a Reﬂex save (DC 15 if the character is placing 
  weight on the broken leg, or DC 20 if the character is 
  standing on one leg) or be knocked prone.  A character 
  with a First Aid kit may make a Treat Injury check 
  (DC 15) to set a broken leg.  Once a leg is set, a 
  character suffers a –2 penalty to Defense as long as 
  the condition persists. 
  mental breakdown  
  The character’s experiences have caused the 
  character to develop a mental illness, usually Post-
  Traumatic Stress Disorder (see that condition for more 
  information), though some other well known examples 
  of combat breakdowns, such as the “Thousand Yard 
  Stare” are presented as well.  Although no information 
  on other forms of mental illness is provided here (such 
  concerns are outside the scope of this book), combat 
  breakdowns have resulted in every form of neurosis 
  and psychosis that exists, and any of these could affect 
  a character.  This condition may only be removed by 
  long-term application (2-24 months, one treatment per 
  week) of the Knowledge (Behavioral Sciences) skill. 
  mental exhaustion  
  The character suffers a –6 penalty to Strength and 
  Dexterity, moves at half speed, and cannot charge or 
  run.  What makes this condition different from normal 
  exhaustion is that is caused by mental and emotional 
  stress, rather than physical exertion.  One hour of 
  
  10 
  combat procedures manual
  rest, free from stress or combat, will “heal” mental 
  exhaustion, leaving a character mentally fatigued.  
  If a character suffering from mental exhaustion 
  performs another activity that causes mental fatigue, 
  the character may suffer mental paralysis, become 
  panicked, or even suffer a mental breakdown (see 
  those conditions for more information).  An Order 
  (see the Intimidate skill for more information) may 
  temporarily allow a character to act as if mentally 
  fatigued.
  mental fatigue 
  The character suffers a –2 penalty to Strength and 
  Dexterity as normal for Fatigue.  What makes this 
  condition different is that is caused by stress, rather 
  than physical exertion.  One hour of rest, free from 
  stress or combat, will “heal” 
  mental fatigue.  If a character 
  suffering from mental fatigue 
  performs another activity that 
  causes mental fatigue, the 
  character may suffer mental 
  exhaustion (see that condition 
  for more information).  
  mental paralysis  
  A character suffering from 
  mental paralysis either stands 
  stock still, staring around him, 
  or simply sits down on the 
  ground, ignoring what is going 
  on around him.  If attacked, 
  the character may make a 
  Will Save (DC 15) to become 
  mentally exhausted again.  If 
  the character fails this save, 
  the character will suffer a 
  Mental Breakdown (see that 
  condition for more information). A character suffering 
  from mental paralysis has an effective Strength and 
  Dexterity of 0, and is helpless.  One day of rest, free 
  from stress or combat will “heal” mental paralysis, 
  leaving the character mentally exhausted.  What 
  makes this condition different from normal Paralysis 
  is that this condition is caused by extreme stress and 
  mental duress. 
  post-traumatic stress
  PTS is an illness that affects those who have been 
  exposed to extreme stress, especially those who 
  have suffered extreme stress over a long period 
  of time, such as war veterans, prisoners of war, or 
  concentration camp survivors.  Characters with this 
  illness may suffer nightmares (rendering the character 
  fatigued), or even ﬂashbacks.  These conditions cause 
  a 1 in 20 chance that the character is Fatigued on any 
  given day.  Should a character suffering this condition 
  be placed under extreme stress again, the character 
  must make a Will Save (DC 20) or immediately suffer 
  mental exhaustion.
  the thousand yard stare  
  This mental illness has rendered the character so 
  numb that he is actually better suited to stressful 
  situations, including combat.  The character gains +2 
  to attack and damage rolls in combat; however, out of 
  combat, the character suffers a –4 to all skill checks 
  except Spot and Listen.  This mental illness can only 
  be removed through long-term therapy as described 
  under the Mental Breakdown new condition.
  vehicle 
  combat 
  options
  air support 
  Modern  
  If land forces have aircraft 
  actively supporting them in an 
  engagement, all soldiers on that 
  side of the battle gain +2 to hit 
  and defense.  Note that if both 
  sides of a battle have air support, 
  both sides gain this bonus, 
  effectively negating it.
  Air Superiority:  If one side of 
  a battle completely controls the 
  skies, then this bonus rises to +3 
  to hit and defense.
  
  11 
  combat procedures manual
  aerial combat
  Modern
  Aircraft are excellent weapons platforms to attack 
  targets on the ground, and other targets in the air.  One 
  of the best methods of stopping enemy aircraft from 
  attacking you on the ground, or providing air support, 
  is to use aircraft of your own to shoot them down.  
  This is called Dogﬁghting.
  dogfighting 
  Aerial combat is the true test of any ﬁghter pilot’s 
  abilities, and requires him to be in peak mental and 
  physical condition.  This is why jet pilots, especially 
  those who qualify for elite top gun style programs 
  must be the best of an already elite group.
  aerial stunts
  Aerial stunts are maneuvers that require a Pilot check 
  to perform successfully. Unsuccessful stunts often 
  result in the aircraft ending up someplace other than 
  where the pilot intended. 
  Trailing (DC skill vs. skill): Getting behind an 
  enemy ﬁghter is the coup de grace of most aerial 
  combats.  This stunt requires a pilot vs. pilot skill 
  check.  A trailing aircraft negates an opponent’s 
  Defense bonus from speed, and gains a +4 to all attack 
  rolls against that aircraft.
  Clear Your 6 (DC skill vs. skill): The opposite of 
  Trailing, this is used both to resist being trailed, and 
  for shaking an aircraft loose. Aircraft with a Wingman 
  or an Escort get a bonus to this check.
  Evasive Maneuvers (DC 20): As an attack action, 
  an aircraft can make extreme turns and loops to avoid 
  enemy ﬁre.  This stunt gives an aircraft a bonus to its 
  defense equal to ½ the craft’s current speed modiﬁer, 
  or 1/3 the pilot’s Piloting skill, whichever is higher.
  Brinkmanship (DC 20): This stunt involves putting 
  your own craft in danger, forcing your opponent to 
  follow you if he wishes to continue attacking.  The 
  pilot initiating this stunt performs a dangerous activity 
  (such as ﬂying under a bridge or into a train tunnel), 
  and makes a pilot check. If the initiating pilot fails 
  the check for this stunt (DC 20), his aircraft takes 1d6 
  damage for each point by which he fails this check.  If 
  he succeeds, his check becomes the DC for an aircraft 
  to follow him (so if the character rolls a 23, an aircraft 
  trying to stay with him would also have to roll a 23 or 
  better).
  If an aircraft chooses not to follow the character, 
  attacks against the character’s aircraft receive a 50% 
  miss chance (as if totally concealed) for the next 1-4 
  rounds.
  Nap of Earth Flying (DC 20): A very dangerous 
  way to ﬂy.  By ﬂying at extremely low altitudes, the 
  character can avoid being detected by radar.  If any 
  unexpected obstacle appears in the character’s path, 
  this check must be made again to avoid a sudden 
  landing (called a crash).  
  Wingover (DC 15): This maneuver allows an 
  aircraft to make an extra 90-degree turn.
  Loop the Loop (DC 20): This maneuver allows 
  the character to turn the tables on a trailing opponent. 
  A successful check allows the character to make an 
  attack of opportunity against a trailing opponent, 
  and immediately roll a skill vs. skill check to begin 
  trailing his pursuer as well.  If this check fails, the 
  pursued craft gets an attack of opportunity against the 
  character.  This stunt is an attack action.
  Bombing Run (DC 15): By ﬂying steady and 
  still while releasing bombs, an aircraft can greatly 
  increase the accuracy of those attacks, gaining a +1 
  to hit for each round it performs a Bombing run (so if 
  the aircraft performed this stunt for 6 rounds before 
  releasing bombs, it would gain a +6 to hit).  However, 
  this also makes the craft very vulnerable to incoming 
  ﬁre.  The craft loses all defense bonuses gained from 
  speed, and cannot perform any stunts while executing 
  this maneuver.
  attacking aircraft from the ground  
  The Defense for aircraft in d20 Modern will strike 
  some as too low.  The maximum Defense bonus for 
  speed is +4, and many aircraft take a -2 to -6 Size 
  penalty to Defense.  This leads to aircraft being able 
  to be shot down by ill-trained guerillas on the ground 
  with AK-47s.  The rules presented below assume an 
  aircraft is ﬁghting other aircraft for determination 
  of Defense.  A character on the ground attacking an 
  aircraft should take range modiﬁers into account.  
  bombing  
  Modern
  Bombs work much like conventional attacks, except 
  that they have no maximum range, and are unaffected 
  by a character’s skill. Regardless of the Base Attack 
  Bonus of the character dropping the bomb, the base 
  attack bonus of a bomb is +0, modiﬁed by things like 
  Bombing Runs (see aerial combat below), and “smart” 
  bomb technology.  The bomb keeps falling until it hits 
  the ground.  If an attack roll with a bomb is a natural 
  1, that bomb is a dud, and does not explode.  It will 
  need to be found and defused after the battle.  
  Bombs ignore all cover less than 90%, and all 
  concealment. Concealment might affect the ability to 
  ﬁnd the target and recognize it as valuable enough to 
  bomb, but once the bomb ﬂies, there is no miss chance 
  from concealment.
  Bombs have two attack rolls, the initial check to 
  determine how close it landed to its target, and the 
  detonation check. Use the grenade-like missile rules to 
  determine where a bomb lands that misses its target.  
  A bomb does full damage to whatever it hits, and 
  then damage to everything around it.
  When a bomb strikes, it makes separate ranged 
  touch attack rolls on all targets within one range 
  increment at full damage and a Base Attack Bonus of 
  +10.  These attacks continue out to additional range 
  increments, with the bomb losing –2 Base Attack 
  
  12 
  combat procedures manual
  Bonus and 2 dice of damage, and continue until the 
  bomb’s damage, modiﬁed for range, would be 0.
  indirect fire  
  Modern
  Weapons such as mortar and artillery have many 
  unique advantages, but require a special set of skills to 
  use correctly.  Indirect Fire ignores all cover bonuses 
  less than Full or 90% cover.  Since the rounds come 
  from above, cover such as sandbags, foxholes, walls 
  etc. provide no protection.  Indirect Fire attacks also 
  suffer no range penalties, allowing these weapons to 
  be used at extremely great distance with little loss in 
  accuracy.
  range finding
  Indirect Fire attacks start at –10 to hit.  Every round 
  that is ﬁred decreases this penalty by one, until 
  after 10 attacks, the operator is able to attack at his 
  full Base Attack Bonus.  Many factors can help the 
  operator negate this penalty more quickly:
  Equipment: Modern artillery pieces, even those 
  as small as the mortar, have very sophisticated sites 
  and range ﬁnders, granting a bonus to hit (which of 
  course negates some of the initial penalty).  Use of an 
  artillery site requires an attack action.
  Reconnaissance:  Scouting can greatly increase 
  artillery accuracy.  Either by land (forward 
  observation), air, or satellite (requiring a recent 
  satellite pass), on a successful Spot check (DC 20) the 
  character receives a +2 to hit.
  Computer targeting: Very sophisticated artillery 
  pieces (such as the Paladin self-propelled howitzer) 
  grant an even greater reduction in Indirect Fire to hit 
  penalties.
  artillery crews  
  Equally vital to success of an artillery attack is the 
  crew loading the weapon.  The base ﬁring rate of 
  artillery pieces is several rounds, but each character on 
  the artillery crew with the Teamwork feat reduces this 
  loading time by one round to a minimum of one round 
  per attack.
  counter artillery  
  If an area struck by indirect weapons ﬁre has indirect 
  weapons of its own, a Spot check (DC 15) will allow 
  those forces to return ﬁre at +2 to hit.  This allows 
  the initial attacker to make his own Spot skill check 
  to gain a +2 to hit, which in turn allows further Spot 
  checks for bonuses to hit from the other side.  This 
  process is known as the artillery duel, and is generally 
  considered a very bad idea for the artillery crews 
  involved.  Immunity from counter artillery (through 
  ﬁring from a different position each time) is one of the 
  key advantages of mortar and self-propelled artillery 
  (such as the Paladin) over stationary Howitzers.
  minimum range  
  Indirect Fire weapons can only be used against targets 
  one range increment away or further. 
  missile attacks 
  Modern
  These are a special form of attack.  Missile attacks 
  require a character to activate them (using an attack 
  action), but each type of missile has its own Base 
  Attack Bonus.  See the individual missile listings in 
  the vehicle weapons for more information on each 
  missile’s Base Attack Bonus.
  submarine warfare  
  Modern
  Craft under the water have tremendous advantages, 
  using the waters to go undetected, waiting for the right 
  moment to strike.  Against ordinary surface ships, 
  a submerged submarine has total concealment (all 
  attacks have a 50% chance to miss and attackers must 
  guess the target’s location). This concealment also 
  gives the craft a +10 Hide bonus to avoid being seen 
  by surface ships. This advantage was so great, that in 
  WWII countries with large submarine ﬂeets were able 
  to choke off trade over the seas, requiring new tactics 
  and technology to overcome.
  aircraft vs. submarine  
  When a submarine is close to the surface, where it 
  can attack surface vessels, it is more visible from the 
  air.  Against an aircraft, a submarine in position to 
  attack has only one half concealment (a 20% chance 
  for weapons to miss).  The submarine can regain its 
  concealment by going deep, but cannot attack surface 
  vessels at depth.
  Worse still for the submarine, many aircraft 
  are equipped with sonar buoys, which negate the 
  submarine’s concealment against all attacks, including 
  those from surface vessels.  If aircraft start dropping 
  buoys into the water, a submarine commander would 
  be wise to run.
  As if the ability to spot the submarine, and render 
  it visible to ships on the surface weren’t bad enough, 
  many helicopters are also equipped with torpedoes 
  and depth charges to take care of enemy submarines 
  themselves.  
  Because of this powerful ability to detect and 
  destroy submarines, many naval vessels now carry 
  helicopters specially equipped to detect and destroy 
  submarines.
  submarine vs. submarine
  If a submarine goes deep, it has insulated itself from 
  most forms of surface attack (depth charges being an 
  exception).  However, there is no defense except skill 
  and guile in the cat and mouse game that is the true 
  test of all submarine commanders: enemy submarines.
  The waters offer only the defense that the sub 
  driver’s skill can grant.  The Drive skill of a 
  submarine’s driver becomes the Hide skill of that 
  
  13 
  combat procedures manual
  submarine.  This is contested skill vs. skill against 
  the Listen skill of an opposing submarine’s Sonar 
  operator.
  surface vs. submarine
  Against a submarine in attack position, many surface 
  vessels have torpedoes of their own to ﬁght back.  
  Once a craft goes deep, a surface vessel’s best option 
  is depth charges.  Unless the vessel has sonar buoys in 
  the water, it will be attacking blind with its ﬁrst depth 
  charges.  The trick is to use a lot of depth charges, 
  look for signs of damage (oil is a good indicator of a 
  solid hit), then slowly reﬁne the depth settings of the 
  explosives.
  Depth Charges attack at the normal concealment 
  chance (if the submarine’s position is not known the 
  attacks have a base 50% chance to miss).  However, 
  each hit can be detected by surface sonar on the ship, 
  and by signs of damage ﬂoating to the surface.  Each 
  hit reduces the submarine’s concealment by 10%.
  campaign options
  With all the new options to choose from, some might 
  be a little overwhelmed or a little daunted at the 
  prospects of choosing from them “a la carte”. To assist 
  you, here are a couple of “suites” selected to bring a 
  certain kind of feel to the campaign.
  last mile
  In this campaign type, the horrors or war are in full 
  effect. This campaign should be discussed with the 
  players before it is implemented and will not be 
  appropriate for games where character development is 
  at the forefront. Simply put, players should be made 
  aware of the fact that their characters won’t be around 
  long enough for them grow attached to. 
  Besides letting her players know what type of 
  game she is going to run (and that having a couple 
  of backup characters ready might be wise), she also 
  needs to be aware of the fact that these optional rules 
  could make large combats bog down. Elimination 
  of the hit location rules alone would speed things up 
  considerably (though it is recommended characters 
  still be allowed to target speciﬁc areas of the body in 
  this type of campaign).
  Options Used: Armor as DR, Autoﬁre, Combat 
  Fatigue, Common Injuries, Crossﬁre, Damaging 
  Firearms, Deadly Firearms, Friendly Fire, Hit 
  Location, Horrors of War, Injuries
  full metal campaign
  This selection focuses on the mind of the combatants, 
  on the horrors of warfare. Here survival in the long 
  term requires a strong mind (and the Will save to go 
  along with it) as much as a quick trigger ﬁnger. In this 
  type of campaign combats might be short and usually 
  will be fast and furious, but the physical and mental 
  effects of those ﬁghts will stay with the character, 
  sometimes permanently. The addition of the crossﬁre 
  and friendly ﬁre rules also give the PCs agonizing 
  decisions to make as their ﬁghts take place near 
  civilians (and each other).
  Options Used: Combat Fatigue, Common Injuries, 
  Crossﬁre, Friendly Fire, Horrors of War, Injuries
  rat squad
  This selection of options is designed to make 
  character-level combat messy, dangerous, and 
  bloody but still move at a relatively fast pace. These 
  options force the characters to make extensive use 
  of cover and teamwork to come out of a ﬁreﬁght in 
  one piece and make getting caught in the open a very 
  messy affair (likely to end with some new PCs being 
  generated). 
  While many of the dangerous combat options are 
  in effect, that’s where the focus is. The characters are 
  hard-bitten combatants who don’t suffer much from 
  the psychological effects of combat, but character 
  death within combat is frequent.
  Options Used: Armor as DR, Cover Fire, 
  Damaging Firearms, Deadly Firearms, Injuries, 
  Suppression Fire.
  
  14 
  combat procedures manual
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  Modern System Reference Document Copyright 2002, Wizards of 
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  Blood and Guts 2: Combat Procedures Manual: 2005, RPGObjects; 
  Author Charles Rice
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SOURCE: textdata/thevault/D20 system/D20 Modern/RPG Objects/D20 Modern - RPG Objects - Sourcebook - Blood & Guts - Combat Procedures.pdf