Combat Rules
This is the rules board. It will be here that I will post my home combat rules, clarification on Palladium rules, any changes that I decide during the campaign, and some other odds and ends that didn’t fit elsewhere. The first rule is don’t post here. This thread is exclusively for me to post information directly related to the campaign’s rules. If anyone has any comments, questions or suggestions post them in the OOC thread. Now for the campaign rules.
#1- It is somewhat ambiguous as to what constitutes a hit in Rifts. According to the Main Book a 5 or better hits. According to the Conversion Book a 4 will hit. The GM’s Guide states one needs better than 5 to hit. Thanks for clarifying that, guys. Anyway, by my ruling a 5 or better is a hit. In addition, on a called shot one needs to roll a 12 or better after taking all of the bonuses and penalties into account.
#2- Fumbles. If one rolls a Nat 1 that is a potential fumble. I say potential because I’ll give one a chance to recover without disaster. If one rolls a Nat 1 roll another d20, adding one’s PP bonus and one’s current level. If one rolls a 15 or better one avoided the fumble. Regardless of whether or not one avoided the fumble a Nat 1 is an automatic miss.
#3- In Rifts there is a penalty to strike a moving target. I consider it to be insufficient. Here is how we’ll be handling it. Take the target’s relative speed in mph and divide by 40. Then round up the results to the nearest whole number. Multiple that number by –3 and that is the strike penalty. It’s important to note I said relative speed. If one and the target were moving towards each other one would need to add the two speeds together to determine the penalty. If one were chasing the other then one would use the difference in the two speeds to determine the penalty.
#4- By the rules if one’s character isn’t a Cyber-Knight or a Duelist it takes a full round to summon a Psi-Sword. In my opinion that’s too long. To compromise it will take a few actions to summon and use the Psi-Sword. On the first action the Psi-Sword is summoned. On the second action one can use the Psi-Sword to parry only. On the third action have at you!
#5- I have revised the pair weapons fighting rules a bit. By Palladium’s rules if one attacks with both weapons at once one can’t parry on that action. That rule is now null and void. One can attack with both weapons and parry in the same action. If one is attacking with both weapons against the same target one only has to roll to strike once. If, however, one is attacking two targets at once then one has to roll to strike the two targets individually. One may also attempt to use two melee weapons at once without the Paired Weapons proficiency, but one would have no bonuses to strike. I’ll take the time to point out that one only has to take the Paired Weapons proficiency once. It’s not Paired Swords, Paired Knives, etc. One only has to take it once to cover all melee weapons. I’ll also point out that Paired Weapons covers melee weapons only. It doesn’t give one the ability to shoot a pair of pistols or any other range weapon with any skill.
#6- By the rules unless one has two melee weapons one can’t parry multiple attacks. While I agree that parrying multiple attacks at once would be difficult it would not be impossible. If one is trying to fend off multiple attacks the first parry is normal while each additional parry has a cumulative –5 penalty. This penalty is against one’s usual parry, not a flat –5 or higher penalty to parry. If one’s character is using two melee weapons s/he can parry twice before the penalty, then twice more at –5, twice at –10, etc.
#7- We’ll be using the weapon proficiencies described in Rifts Ultimate Edition but we’ll be handling the strike bonuses for modern weapons more along the previous editions rules. At first level one will be +3 to strike on aimed shots, +1 on burst attacks and +0 on wild attacks. At every third level all three strike bonuses will increase by 1. Yes, that includes wild attacks too.
#8- We’ll be employing the Range Combat rules introduced in “The Rifter #11” with some modifications. For those not familiar with the rules, they introduce range combat skills similar to Hand-to-Hand combat skills. If anyone needs me to I can e-mail a copy of the article. There will be one major difference. As per the article the skills are dependant on the WPs. Basically whatever your skill level is for a WP is the skill level for your RC skill with that weapon. To me that seems convoluted so we’ll handle it differently. Whatever one’s strike bonuses are from one’s RC skill one can employ with any firearm. However, one cannot use any of the special skills from one’s RC skill unless one also has the WP for the firearm one is using.
#9- For the dodge penalty with firearms we’ll employ a variation of the range combat rules. The penalty will be –5 plus the attacker’s dodge penalty. One will be allowed to keep one’s dodge bonus. I’ll also allow one to parry range attacks so long as one has something appropriate to parry the attack with. No catching bullets with one’s teeth or parrying laser blasts with one’s bare hands. The parry penalty will be the same as the dodge penalty.
#10- To determine casting time of a spell we’ll be employing the method from an article in “The Rifter #21.” The basic idea is that for incantations a mage charges the spell with PPE every action at a rate depending on his/her level and the type of spell. If it is a spell normally in their school of magic the mage can spend 5 PPE/XP level/action. If the spell is one that is normally outside the mage’s school of magic then the mage can charge the spell at the rate of 3 PPE/XP level/action. For example, Merv the Ley Line Walker is 3rd level and decides to cast “Armor of Ithan.” General incantations are considered a part of the Ley Line Walker’s school of magic so he can pump 15 PPE into the spell per action. Since the spell only costs 10 PPE Merv can cast the spell in a single action. Next Merv decides to cast a Necromantic spell. The spell is not considered a general incantation therefore Merv can only charge the spell at the rate of 9 PPE/action. The exceptions to this are rituals and any incantations that have a casting time listed. For example the spell “Restore Life” has a listed casting time of five minutes. So regardless of level it would take any mage five minutes to cast the spell. We’ll use this rule to determine the rate of borrowed PPE. If the mage is touching the willing donor s/he can siphon 5 PPE/XP level/action. If there are multiple donors at once I’ll consider the touching rule in play so long as there is a “closed circuit” between the donor and the mage. For example, Merv is holding Jim’s hand and Jim is holding Amy’s hand. Since Jim is acting as a physical conduit between Amy and Merv, Merv can siphon 15 PPE/action from Amy. If the mage and donor(s) are not touching then the mage can only siphon 3 PPE/XP level/action. They’re not too clear in the rules as to how far away a mage can be from a donor. My rule is 5 ft + 1 ft/level unless the mage and the donors are touching each other. There can be a chain of donors a mile long and the mage can still siphon PPE from the guy at the end of the line so long as there are live people physically touching each other from the mage to the guy at the end of the line. Physical touch is also required to siphon PPE from multiple hosts at once with the exception of rituals.
#11- I’m going to revise the rules for siphoning PPE from the dead a little bit. According to Palladium rules a mage normally can’t siphon PPE from a recently slain opponent during combat unless certain restrictions are applied. I’m going to loosen the restrictions a little bit, but at a price. If the mage is near someone or something when it dies during combat I’ll allow them to absorb the released PPE under the following rules. Firstly, the mage has to use his or her next immediate action to do so. While absorbing this PPE the mage cannot parry or dodge until his or her following action. Doing so disrupts the absorption process and all PPE is lost to the environment. The mage in question has to be within 5ft +1ft/level to absorb the PPE. The mage can only absorb 3 PPE/level max. So there’s likely to be a lot of PPE lost to the environment, especially for lower level mages, when one tries to absorb the quickly fleeting PPE. If one wants to absorb all of the released PPE then one has to follow all of Palladium’s restrictions. Which of course are difficult to follow in combat, which was probably the point. If one wants a quick and slight recharge then one can do so following my rules. These rules do not apply for ritual sacrifices. During a ritual sacrifice the mage is in complete control of the situation and therefore is fully prepared to absorb all of the PPE from the blood sacrifice.
#12- The Palladium rules allows one to raise force fields as a parry. I’m going to elaborate on the rules a little bit. Any force field that can be activated by a thought and on a single action may be raised as a parry with a +4 bonus. I’ll allow bubble/wall force fields to be raised as an attack. By that I mean the player can raise the force field as a means to trap an opponent or create a barrier for the opponent to crash into. One would be +3 to strike. In order for one to raise a bubble/wall force field it has to be connected to the ground or some structure large enough to support the force field. One can’t create the force field in midair unless the spell/power description states that one can.
#13- I’ll be utilizing the size bonus/penalty to strike rule from D&D 3E. Summarized, for every size level up or down one’s opponent is there is a cumulative -/+2 penalty/bonus to strike. And before someone comments, I know they changed it a bit in 3.5. I like the 3.0 version better.
#14- And since I’m already borrowing one rule from D&D, let’s borrow some more. We’ll be employing the same to strike penalties to strike a partially covered target with a range weapon as detailed in D&D 3.5. I’m also including the penalty to shoot into melee combat.
#15- For those with magic or psychic powers I’ll allow those characters to super charge their spells/powers. Take however much one wants to multiply the strength of the spell/power and square it. This is the cost multiplier to supercharge the spell/power. For example, if one wants to double the strength of a spell/power it’ll cost 4 times as much PPE/ISP as it normal would. This covers everything relevant to the spell/power. Range, duration, damage, etc. There are four restrictions. The first is that the multiplier to spell/power strength has to be a whole number. No multiplying the spell/power strength by 1.5 or by pi. The second restriction is that techno-wizardry or any other item charged with PPE or ISP cannot be supercharged. The strengths of such items are determined at the time of their creation. So one cannot supercharge such items to get more bang for one’s buck. The third restriction is that ritual spells cannot be supercharged, only incantations. The final restriction is that one can’t decrease the strength to one’s spells/powers. I’m not going to let one under power a spell/power to conserve PPE/ISP. The amount of PPE/ISP listed is the minimum necessary to cast the spell/use the power period.
#16- According to the Federation of Magic book the amount of PPE need to recharge a PPE-Clips is 10 PPE per shot of the weapon. That makes no sense as that would mean it’s the gun and not the PPE-Clip that is being charged. Based upon what I’ve read on Palladium Books’ web site I’m ruling that it takes 60 PPE or 120 ISP to recharge a PPE-Clip. I will let one split the recharge cost between PPE and ISP so long as one has the ability to use both, e.g. Mystic. In the case of splitting the cost is 2 ISP =1 PPE when charging the PPE-Clip.
#17- For the most part I’ll allow players to “stack” force fields. By stacking force fields what I mean is I’ll allow a player to have more than one force field up and active at the same time. There are a few rules and restrictions for stacking force fields. If the force field is a spell or psychic power it can be cast as many times as one’s PPE/ISP reserves allow. If the force field is installed, such as a NE force field harness, a TW modification or some other enchantment the force field can only be activated once and cannot be reactivated again until the force field dissipates or is deactivated. For example, if one has “Armor of Ithan” installed in one’s armor one cannot activate it several times to stack two or more “Armor of Ithan” force fields. However if one has “Armor of Ithan” and “Invincible Armor” one could activate both of the spells at the same time to stack the force fields. When stacking force fields the force field activated most recently will be the topmost layer. The exception will be for Eruptor force fields, like the Burster’s fiery aura. Those types of force fields will always be the topmost layer, regardless of the order of activation.
#18- Force fields and armor can take a little more damage than their MDC. A force field can take double its current MDC before the damage is transferred to the target. The exception is “Invincible Armor,” which states in the spell description that it absorbs all excessive damage. For SDC beings only, if the armor takes more damage than its current MDC, but within double its current MDC the SDC being will be rendered unconscious with 0 HP and SDC rather than misted.
#19- This is for anyone with a Naruni force field. According to the description if the force field’s MDC drops to zero the force field generator is out of commission for several hours. Instead of several hours the generator is OOC for the time it takes for the force field to completely recover its MDC. If the force field absorbs excessive damage as described in House Rule # 18 then it starts from a negative MDC equal to the extra damage it absorb rather than from 0.
#20- When it comes time for combat we’ll be running in full round increments. Everyone posts what his/her character does for that round plus their dice results. One will have two days to post one’s actions. If combat gets too hectic I’ll start running the combat in half round increments. If for some reason one’s planned actions become invalid I will attempt to fairly finish one’s actions for that (half-)round so that one’s character doesn’t spent a part of the round standing around doing nothing. I would suggest that one might want to post secondary actions. By that I mean if what one initially plans become invalid for some reason during the (half-)round write in what one wants to have one’s character do instead.
#21- In regards to saving verses Horror Factor include one’s ME bonus, if any.
#22- I’m going to flat out tell everyone that I’m not going to tolerate interparty fighting. It’s one thing to have a disagreement, that I don’t have a problem with, but as will be explained in greater detail in the character creation thread, your characters are expected to act like professionals. A chain of command will be designated within your squad. If you don’t think you can act like an adult, don’t bother applying. I mention this because I had an incident in one of my previous campaigns where one of the low ranking players thought he should be running things and actually attacked his squad to intimidate them into following him. Didn’t quite work out that way. His squad ended up killing him instead. While the character in question was powerful, the player severely underestimated his superiors and they promptly killed him. He calls me a crappy GM and quits. No loss on our part as far as I’m concerned. My point in all this is that if anyone repeats that player’s mistake I will respond accordingly. If that means hitting that player with something from left field, or simply letting someone turn the character’s head into a shish kabob like last time, either way it won’t work out too well for the rebel. If one cannot act like a reasonably mature adult then don’t apply. I don’t want to seem heavy handed, but I don’t want players acting selfishly and/or idiotically and trying to excuse their misbehavior by claiming that’s how their character would act. That’s what that last guy tried to do. I’m not sure who was the bigger idiot. The character for thinking he could take on eight guys single-handedly, some of who were as powerful as him, if not more so. Or the player for thinking that was a valid excuse for attacking his fellow players. Now I don’t want the players to think that their characters have to act exactly as they would. One’s character is expected to be different from the player. I expect that there are some ways the character would act differently than the player would. I’m just saying that the differences in the player’s and character’s personalities are not a valid excuse for acting like a shithead. You’ve been warned.
#23- An important item to discuss is absenteeism. Now I understand that we all have lives outside of the game and sometimes situations in the real world can result in one being kept away for a time. I’m not heartless, but I do ask if one needs time away from the game because of real-life obligations or some other reason to inform me at the earliest opportunity. I will gladly cover for a player for a short time so that the party isn’t without the character and so that said character can continue to earn XP while the player is otherwise occupied. If one doesn’t inform me about his/her temporary absence I will not cover for them and the character will miss out in any XP earned during the absence. I will also state if someone doesn’t post for a long time I will send an e-mail and if the e-mail is ignored his/her character will swiftly die. This is a war campaign. That’s not exactly hard to arrange. The same is true if I feel I’m covering for someone for too long. In another campaign someone “temporarily” left because of school and I never heard from her again. If I feel one is absent too long, even if there is regular or semi-regular correspondence between us, I will terminate the character. Along those lines, if one knows in advance that one has something coming soon that may prevent one from playing for long stretches at a time, please don’t bother applying. For example, there was one online campaign in which I played where the GM abandoned us. Before she did she told us she was in the middle of buying a new house and would be absent for a while. Instead she disappeared and we never heard from her again. What makes the situation a little baffling is that the campaign had only started a couple of weeks before that announcement. And I have to wonder, if she was in the middle of buying a new house, why in the hell did she start the campaign when she did? I mean, come on! Buying a house is a lot of work and she actually thought she would have the time to run an online RPG campaign? Either the woman wasn’t too bright or she just got bored with the campaign really quickly and she didn’t feel like telling us the truth. Either way, if one knows well in advance that there is something coming up that requires a lot of dedication and work that will interfere with one’s ability to play for long stretches at a time, then one might want to consider not applying to this campaign. I’d rather someone didn’t apply than join and then just abandon the campaign.
#24- Another important issue to me that I hope will help prevent players from outright abandoning the campaign is that I encourage everyone to talk to me. If one has an issue with the way I’m running things, say something for the sake of God! There were a few players who abandoned my previous campaigns that I suspect did so because they didn’t enjoy the game anymore and were “too polite” to say anything. If you have an issue or a suggestion, please say something. I don’t care if it’s in an e-mail, a note or a post. Hell, maybe there are other players who feel the same way. All I ask is one be honest, tactful and if possible, explain why one has an issue with what is happening. Saying, “Hey, GM! You suck!” doesn’t really tell me anything. Saying, “I disagree with [insert situation here].” goes a lot further to helping us reach a solution. Perhaps we can reach a compromise. However, I can’t deal with any problems if no one says a word. I’m not made of glass. I will not shatter to a billion pieces if you dislike some aspect of my campaign. I do ask that one exorcise tact, but otherwise be honest.
#25- In regards to the previous rule, I am the GM. I do have the final say. I will of course try to be fair and logical. However, there are rules and details in Rifts that are vague or contradictory, as a few of the previous home rules demonstrate and I doubt I got them all. If anyone thinks I’m being unfair or illogical in my rulings do speak up, but once I’ve made my final ruling that’s final. Please don’t argue with me for the sake of arguing.
These are the rules! I make them up! These rules are subject to constant review and can be changed with little or even no notice. The rules may be changed to improve the realism of the campaign, to make running the game easier for me, or just for my amusement. Welcome to my world. Have fun!