Site-Wide Combat Rules

This is the parent forum for EU's site-wide rules, and the house rules for Rifts.

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Site-Wide Combat Rules

Postby Augur » Wed May 09, 2007 6:27 pm

  • The EU default regarding Palladium's material is to not accept that which is potentially implicit, but to restrict interpretation to that which is explicit.

GENERAL RULES CLARIFICATION

Any action that takes more than one APM to do can be interrupted, just like a mage can be interrupted while casting a complex spell.

Natural 20: ALWAYS A CRITICAL HIT (x2 damage, exactly what the character wanted, happens)

A natural 1 is an automatic miss/critical failure at any range. The GM will ALWAYS make things interesting.

A skill roll of 97-00 is always a critical failure regardless of one's level of skill. The GM will ALWAYS make things interesting.

A strike roll of 2-4 AFTER bonuses is an automatic miss at 1-59'

A strike roll of 2-8 AFTER bonuses is an automatic miss at 60+'

When ranged weapons are being used within 10' the defender may attempt to parry the gun arm rather than dodge.

AIMED SHOT: +3 to Strike bonus (takes 2 actions)

CALLED SHOT: no bonus (takes 2 actions), enables PC to target a specific location

AIMED CALLED SHOT: +3 to Strike bonus (takes 3 actions), enables PC to target a specific location

A "Called Shot" can only be tried with a single shot, not a burst, spray or when shooting wild.

Firing a BURST: receive 1/2 your W.P. bonus (rounding down)

SHOOTING WILD: -6 to Strike (when moving faster than a walk, in a moving vehicle, doing acrobatics, etc.)

Moving Target: -1 to Strike (-1 additional per 50mph in excess of 20mph)

Target is Behind Cover: Requires a Called Shot (impossible if totally covered)

Laser targeting bonuses are not cumulative. All laser targeting systems provide a +1 to strike bonus.

Bionic hands will negate any bonuses received from custom weapons grips.

Assorted Rules Regarding Missiles
YOU CAN NEVER DODGE A VOLLEY OF 4+ GUIDED MISSILES--Shoot 'em down! Dodge as many as possible!

Mini-Missiles are not guided missiles and so the above rule does not apply to them. GMs are encouraged to apply a substantial dodge penalty (of their own reckoning) nonetheless.

Mini-missiles are not self-guided and have no special bonuses to strike unless the character has the W.P. Heavy Mega Damage Weapons skill, those bonuses (only) apply.

Armor Piercing Missiles
• Critical Strike on a Natural 19: Does double damage.
• Critical Strike on a Natural 20: Does triple damage.

"Called Shot" Melee Strikes

Melee called strikes will never cost more melee actions but a called shot will always be a NATURAL die roll, no bonuses allowed. However, only really small stuff will require a called shot/strike. For example, while it may be tough to hit someone's head with a ranged weapon, it wouldn't make that much difference for a melee fighter, so it would just be a normal strike sent at the head. You specify your target, take one action to strike it, and so on. Tiny stuff that would be hard to hit even up close and personal (like weapons) requires a called strike and a certain level of GM discretion.

STRIKE BONUSES

P.P. bonuses apply to Strike, Parry, and Dodge in HTH melee combat.--NOT APPLICABLE TO RANGED ATTACKS!

Strike bonuses from HtH or from O.C.C. powers or other sources do NOT apply to special moves such as disarm, hold, etcetera, only bonuses that specifically apply to those moves.

Weapon Proficiency bonuses do not apply to special moves, or if they do, they will list those bonuses as separate from the strike/parry bonuses (such as whips and entangle, etc.)

Psionics and Ley Lines
Range and duration of psionic powers is doubled when at or near a Ley Line or Nexus point.

Psychics can draw on 1D6+level number (of player) I.S.P. every melee round when on a ley line. 2D6+level (number of player) I.S.P. if on a ley line nexus. But must be used during that same melee.

Psionic attacks that do physical damage get a +1D6 damage bonus when on a ley line; +2D6 damage bonus if on a ley line nexus.

If Telekinesis (Super) is used as an attack against an NPC or Player Character, an attack roll is required and the intended victim receives a saving throw as standard.
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Re: RIFTS: MERCTOWN COMBAT RULES

Postby Augur » Sun Aug 23, 2009 1:22 pm

Dodge clarification:
There are THREE types of Dodges.
1. Auto Dodge
    Is determined by adding bonuses from:
  • P.P. Bonus
  • Explicitly stated bonuses to Auto-Dodge (pretty fucking rare)
2. Standard Dodge
    Is determined by adding bonuses from:
  • P.P. Bonus
  • Bonuses to Dodge gained from skills
  • Bonuses to Dodge inherent to O.C.C., Race, or acquired through other Special Training
3. Robot Combat Dodge
Is determined by adding bonuses from the character's Standard Dodge to the bonuses provided by the Robot Combat training (yes, they stack).




Melee HTH Clarification Ruling:

CS High Command wrote:should the bonuses (from hand to hand skills) to damage (for melee only) be added to MD based attacks. Should a person with 7th level HTH Basic get that +2 damage added to their use of both SDC weapons (a Neuromace, for example) and MDC Weapons (A vibroblade, for example)?


Bonuses to melee damage from HTH skills are added to all forms of HTH melee attacks including melee weapons.
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Re: RIFTS: MERCTOWN COMBAT RULES

Postby Augur » Sun Jul 20, 2014 12:58 pm

Definitive APM rules

Note: "APM" is the abbreviation for attacks/actions per melee.

:arrow: Characters with no hand to hand combat skill start off with 1 APM, and 2 non-combat APM.

:arrow: Characters with a hand to hand combat skill start off with 2 APM, plus those gained from the hand to hand combat skill.

:arrow: If a character has a Ninjas & Superspies/Mystic China form of martial arts (including the Agent hand to hand styles from N&S), they get only those attacks listed with the style.

:arrow: Boxing and some special abilities add APM to any of the above cases.

NOTE: Later editions and newer games dump this vagary for a simple 4 attacks per melee to start, as can be seen in the Rifts Game Master Guide and After the Bomb 2nd Editions.

Because schools don't teach grammar and semantics (and because Palladium's writing sucks), here are a few examples:

Bob is a 4th level City Rat
Because as a City Rat Bob starts with HTH: Basic, Bob starts with 4 APM. (4)
Because Bob also has the Boxing skill, Bob gets an additional +1 APM. (+1)
Bob gets an additional +1 APM at 4th level from HTH: Basic as well. (+1)
Thus, Bob has 6 APM.

Rob is a 3rd level Paranormal Investigator.
Rob started off his O.C.C. without a HTH skill, so starts with 1 APM (or 2 non-combat actions). (1)
Rob has also taken Boxing as a skill because he wants to be cooler than all the other nerds on the faculty. (+1)
Rob's inherent coolness nets him an additional 1 APM at 3rd level (plus 1 non-combat action).
Thus, Rob has 3 APM (or 3 non-combat actions).
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Re: RIFTS: MERCTOWN COMBAT RULES

Postby Augur » Sun Jul 20, 2014 1:00 pm

Clarification on Rules Authority

:arrow: GMs do not have the authority to make decisions regarding interpretation of rules.

:arrow: GMs will contact Augur for guidance in these matters.
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Re: RIFTS: MERCTOWN COMBAT RULES

Postby Augur » Thu Feb 12, 2015 11:17 am

Augur's Archery House Rules:

Perspective: W.P. Archery, selected once, is the skill equivalent of a competent bow hunter or ancient Western archer. The horse archers of the Asiatic Steppe, and iconic characters like Green Arrow reflect an in-depth skill mastery, not just competency.

What are the possible modifiers to W.P. Archery?
  • Physical Prowess: Attribute bonuses from a high P.P. do apply to Archery. Ancient weapons act as an extension of one's body, not separate from it like modern weapons.
  • W.P. Modifiers: Bonuses are listed under skill description
  • Shooting Blind: -10 to strike
  • Shooting Wild: -6 to strike
  • Shooting 30% Beyond Normal Range: -5 to strike
  • Target is Moving. -1 to strike, -1 additional per 50 mph beyond 20 mph, and -1 if evasive action is being taken.
  • Target is Behind Cover: Requires Called Shot. impossible if complete cover.


What is changed?
Note: Lose all benefit of bonuses, and reduce rate of fire by half when running, riding, or shooting from a moving vehicle or while otherwise unbalanced.
The above has been removed from the unified skill list; apply standard combat modifiers instead (see quick reference, R:UE p.361) because this is just stupidly inconsistent, even for Palladium.

W.P. Archery (Master)
  • This skill is not applicable to crossbows, and similar weapons of a mechanical nature.
  • Movement modifiers no longer apply.
  • Add 20' to the effective range of the weapon per skill level.
  • Rate of Fire: As per the character's hand-to-hand attacks per melee.
  • +1 to strike at levels 1, 2, 4, 6, 8, 10, 12, and 14.
  • +1 to parry with the bow itself at level 1.
  • +1 to disarm at levels 2, 5, 10, and 15.
  • +1 to initiative for characters with a P.P. of 17 or less, +2 for a P.P. of 18 to 23, +3 for a P.P. of 24 to 30, and +4 for a P.P. of 31+.
  • Critical Strike on natural 19 or 20.
  • This supplants standard Archery W.P. skills and bonuses, it does not stack with them, though bonuses from W.P. Targeting may still apply and stack as normal.


Acquiring W.P. Archery (Master)
  • Must be a Men-at-arms O.C.C.
    For a standard Man-at-arms O.C.C.
  • W.P. Archery (Master) is available for 3 "Other" or "O.C.C. Related" skills (if allowed by the mechanics of the O.C.C.) during character generation.
  • If purchased via EP, this skill costs the EP value of 3 (# EP) Skill Download: New O.C.C. Related Skills.
    For archery-focused R.C.C.s/O.C.C.s
  • W.P. Archery (Master) is available for 2 "Other" or "O.C.C. Related" skills (if allowed by the mechanics of the O.C.C.) during character generation.
  • If purchased via EP, this skill costs the EP value of 2 (# EP) Skill Download: New O.C.C. Related Skills.
    Let me know if you find other examples.
    • Cyber-Horsemen R.C.C.
    • Centaur R.C.C.
    For certain Men-at-arms O.C.C.s.
  • W.P. Archery (Master) is available at no additional cost
    Let me know if you find other examples.
    • This replaces "W.P. Sharpshooting: Bow & Arrow" of the (Rifts) Tattooed Archer O.C.C.
    • This replaces "Superior Bowmanship" of the (PFRPG) Long Bowman O.C.C.
    • This skill is available to the (PFRPG) Ranger O.C.C. in the same manner as the Long Bowman
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Re: RIFTS: MERCTOWN COMBAT RULES

Postby Augur » Tue Feb 17, 2015 10:45 am

Paired Weapons

RIFTS: ULTIMATE EDITION

W.P. Paired Weapons (Exclusive to Men at Arms O.C.C.s)
A tactic in which a one-handed weapon is held in each hand to be used in any combination of combat moves simultaneously. For example, two short swords, or a short sword and broadsword, sword and knife, mace and shield, and so on.

Two-handed weapons cannot be used as Paired Weapons.

Users of Paired Weapons can:
  • Strike and parry simultaneously. In other words, those skilled in W.P. Paired Weapons can often perform two actions for every one melee action/attack.
  • Twin, simultaneous strikes against the same target. Both weapons hit the same opponent or target at once, making it ONE melee attack/action (roll only once to strike with both weapons). The defender under attack can only try to parry one of the two weapons coming at him for his defensive parry. The other will strike unless he too has the W.P. Paired Weapons skill and is using two weapons, or a weapon and a shield to try and block both simultaneous attacks, needs to roll one parry.
  • Strike two different targets (or strike one and parry another incoming attack) simultaneously; both must be within reach.
  • Parry two different attackers. one with each hand.

Note: A character with W.P. Paired Weapons needs to make two separate rolls if he is:
  • Striking two different opponents
  • parrying attacks from two separate opponents
  • striking once and parrying once against the same opponent, or striking one opponent and parrying a second attacker.

The only time that just one roll to strike with paired weapons is necessary is when the character is either striking the same opponent twice or parrying two attacks from the same opponent. Characters with the W.P. Paired Weapons skill may use any weapons that can be effectively used with one hand (i.e., one suitable weapon in each hand). A character who gains the W.P. Paired Weapons skill from level advancement may use it with any one-handed melee weapons they are currently proficient with (has a W.P. in). However, any weapons being used which the wielder does not have a Weapon Proficiency in or which is too large or heavy effectively negates the Paired Weapons skill, making it impossible to use both hands and weapons simultaneously; can only attack one opponent and each swipe of the weapon counts as one melee attack. Characters with W.P. Paired Weapons can EITHER parry multiple attackers or parry an incoming attack and then get a counter-attack, but cannot do both. Of course, a character with W.P. Paired Weapons can parry an attack and strike simultaneously only if he still has attacks left. A character who has already used up his attacks can NOT counterstrike (hit back) until the next melee round begins. but he can parry until then. A character with W.P. Paired Weapons using both of his attacks simultaneously on someone is vulnerable to attack from a second opponent. When fighting three (or more) attackers, the character would be able to try to parry two of the attackers, but any other attacks would be unopposed. Four-armed characters only need to take W.P. Paired Weapons once. not once for each pair of arms. A character who already has W.P. Paired Weapons would not gain any additional bonuses or benefits by taking the skill a second time. Only weapons in which the character has
a Weapon Proficiency (W.P.) can be used with W.P. Paired Weapons.

W.P. Paired Weapons is designed for melee weapons like knifes, swords, clubs, etc ...not guns.

When shooting two guns at once there is a penalty of -2 to strike with the regular hand and -6 to strike with the off-hand.


Augur's Plainspeak Run-Down
So, here's how I understand all of Palladium's mush-mouthed gobbledygook.

  • W.P. Paired Weapons is only applicable to melee weapon proficiencies.
  • Two-handed weapons cannot be used as Paired Weapons.
  • Paired Weapons effectively doubles one's APM, but makes the character pay for every action
  • Each strike costs one of the character's actions
  • Each parry costs one of the character's actions (auto-parry no longer applies)
  • Each dodge still costs one of the character's actions (auto-dodge no longer applies)
  • If a character commits to two strikes in the same sequence (simultaneous strike), he forgoes any kind of defensive action
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