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Quick Reference Combat Guide.

Posted by MikeFor group 0
Mike
GM, 3287 posts
Pluto Company
Sun 2 Dec 2012
at 20:48
  • msg #2

Quick Reference Combat Guide

(reprinted from house rules)


Combat Trigger : The event that initiates combat. (The surprise attack, The monster appears, the gunslinger draws and shoots etc.)

As soon as combat begins I will need everyone to make their first combat post. This will include an initiative roll, as well as several (at least enough for 1/3 of your actions) strike, parry, dodge and damage rolls included in private to GM. These rolls will be used as a supply as the combat progresses.

This post will also include your battle intentions for at least the next 5 seconds. (Shoot the gargoyle until it dies, then shoot the borg. Dodge any rail gun or missile attacks, take the rest etc). I will assume everyone will attempt to parry anything possible, as it is automatic anyways (same for auto-dodge). Include all necessary bonuses in your rolls.

After 3 days or so I will make a follow up post detailing the last 5 seconds, and which intentions *actually* took place. (You may have posted that you would shoot the gargoyle, then the borg, but something may happen to prevent this, or an event may take place to drastically change your priorities/intentions).

*My GM post will include the damage taken in private to player. It should specify the type of damage (laser, plasma etc) - This will be up to you if you are immune to certain things to keep track of. On your next post, please describe any visible damage your armor may have taken.




Actions Per Melee

Characters do not receive any just for being a player character. Make sure you choose your hand to hand skills from the Rifts Ultimate Edition where it gives you 4 attacks to start for most hand to hand abilities.

Physical Prowess

***Physical Prowess bonuses will apply to all forms of combat***
 - You should have a set of "base" combat rolls (# of attacks, Init, Strike, Parry, Dodge). This will be from character class, experience, attributes and skills.
Weapon proficiencies and robot combat type are added on top of these.
Spells and similar add-on effects are added on top of this.




***CHARACTERS CAN CHOOSE TO BE IN "OFFENSIVE MODE" OR "DEFENSIVE MODE"***

Characters can toggle between offensive/defensive only at the start of an action. If offensive, the character must use 2 combat-actions before switching back to defensive at the start of his next action.

Offensive Mode : The character focuses everything on doing as much damage as possible without thought to their own safety. This generally means standing out in the open and blasting away. But the character could be partially hidden depending on cover available, or forcefields.

Bonuses : The character will have twice as many actions per melee!

Penalties : The character cannot dodge or parry, and if they do, they do so with no bonuses and it breaks the offensive mode.

Defensive Mode : The character splits his attention between defense and offense (this is just standard combat). This means the character is crouching, or popping in and out of cover to shoot. Moving to cover is generally a -3 to strike for any attackers, and shooting from cover generally makes it a called shot at -3 to hit you.




It takes an action to...

use a psionic
Cast a spell from level 1-5
to draw a weapon, or a grenade etc.
arm a grenade (yes it takes 3 to use a grenade)
Put away a weapon (2 actions to switch)
Draw and pull an arrow (it would take 3 actions to make an aimed/called shot with a bow)
reload (2 if you want to keep the clip)
speak quickly/give an order/call for help




Ranged Combat

***We are using classic Weapon Proficiency rules***

***Distance and moving target penalties will factor on top of these rules***

There are 4 rates of fire for all non-mounted guns :

Single                     -- shotgun, bolt action, Rail Guns, single RoF (sometimes, "double-tap" is possible)
Standard (semi-automatic)  -- can fire as fast as you can pull the trigger ("double-tap" is possible -- also uses one action)
Burst                      -- Usually a 3-shot burst (-1 strike IF weapon has recoil. -- "double tap" is still possible, two bursts are fired)
Full Automatic             -- hold down the trigger/steady stream of shooting (same penalties as shooting wild. Uses at least 1/4 actions.)

There are 3 types of shots most characters can attempt to make with a gun :

Shooting Wild: -6 to strike (no strike bonus), but does not use up an attack, this means you can shoot at bad guys while dodging, or fleeing from battle.

Standard shot: Main body shot. (standard rules) *Natural 1-4 is a miss.

Aimed/Called shot: (takes two actions) The shooter (generally) cannot be moving. The Sniper skill can only be added to this type of shot. Strike MUST be higher than 8. Natural 1-8 is automatic fail on the called shot! GM may choose additional penalties based on target size. A miss will hit the main body instead (unless natural 1-4)


Bursts and Sprays:

Burst: Many guns have rules for a 3-shot burst. Counts as one action. (-1 strike if weapon has recoil)

Burst Spray: Same as above except is 2-rapid bursts consecutively (-3 strike if weapon has recoil). Can be at same target, or sprayed at up to 3 targets (-6 strike(roll once for all targets), 1/6th damage each).

*Some weapons will fire more than 3-round bursts. They may be 5, or 10-round bursts. In any case, half of rounds miss, and damage is split evenly among targets. 3 targets per action. (if group of more than 3, it will be random who takes the hits).

Dodging Projectiles: (guns, missiles, etc):

Point blank range (10 feet)  no penalty (parry is also possible if close enough.)
Close Range (50 feet)        -5 to dodge (-4 if an arrow)
Over 50 feet                 -10 to dodge (-8 if an arrow)

DODGE Roll once, to dodge all incoming attacks that second. You may only dodge once until the 'missed' action has passed.
AUTOMATIC DODGE Same as above, except does not cost an action.
MULTIPLE DODGE Changed : This skill will now allow you to roll to dodge for a number of attacks equal to your total actions, between each of your actions. Still costs an action.

Range Penalties

Pistols are -1 to strike for every 50' after the first hundred feet.
Rifles are -1 to strike for every 100' after the first three hundred feet.

Targeting moving objects

The attacker is -1 to strike for every 10 mph the target is moving (perpendicular).
A missed called shot usually hits the main body (except in exceptional circumstances or firing at extremities), it is not a miss.

New Sniper Skill Rules

Starts with +2 strike on aimed shot with rifle. Gets another +1 every other level. At level 5, character suffers no penalties for firing under 1000 ft, and only half penalties beyond. So a lvl 7 sniper will have +5 strike for the skill, and only -1 for every 200 ft beyond 1000ft.

Attacks from a character with the sniper skill will do double damage (critical) if the target is caught unawares.  Generally after the first strike, a target will dive for cover or at least try to move evasively.  Damage is no longer doubled at this time.

Misc bonuses:

A scope adds +3 to strike when zoomed in, but can only be used with aimed/called shot.
A spotter assisting you +3 to strike
A tripod/bipod adds +2 to strike
Some sort of brace (other then a tripod, when there is no tripod) +1 to strike
Kneeling position +1 to strike
Prone position +2 to strike



This message was last edited by the GM at 17:21, Mon 03 Dec 2012.
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