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Advanced Ranged Combat
Rules
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By: Dustin M. Ramsey (DustinM@rifts-rpg.com)
With Contributions from (and special thanks to):
Splynn (thoth@netside.com), Wayne Braden
(wbrade01@mpg.gmpt.gmeds.com), Joe Delisle (jd@clark.net),
Brett J. Exelby (Brett.Exelby@jcu.edu.au), Morpheus
(morpheus@teleport.com) and all of the rest of the gang on the old
Berkeley Palladium Listserve (palladium@CSUA.Berkeley.EDU).
Based on Concepts and Game Design by: Kevin
Siembieda and Palladium Books (http://www.palladiumbooks.com)
Base
- Base number to strike: 8.
Called Shot
- To strike a specific target or area: -7 to hit.
Close Proximity
- Close proximity strikes (50ft or less) are +1 to strike.
- Strikes that are point blank (10ft or closer), automatically
hit if the target is immobile (unconscious or tied up people,
doors, etc.).
Distance
- Distance Penalty without Sensor Systems (targeting by
line-of-sight only): -1 to strike for every 250ft of
distance.
- Distance Penalty with Sensor Systems: -1 to strike for
every 500ft of distance, up to maximum sensor system range (10
miles for most power armours, 30 miles for most robot
vehicles).
- Telescopic Scope Bonus: negates one point of to strike penalty
for each power of magnification.
- Target beyond maximum weapon range: -4 to strike for every
25ft beyond the maximum weapon range, plus there are no W.P. Skill
Bonuses to hit.
Target Size
- Size Bonus: +1 to strike for every 10ft of height or width of
a target.
- Size Penalty: -1 to strike targets between 5ft and 3ft of
size, -4 to strike targets between 3ft and 1ft of size, and
targets smaller than 1ft count as a Called Shot.
Moving
- Target moving up to 40mph: -3 to strike.
- Target moving 40mph+: -6 to strike.
- Shooting from a moving object (car, hover vehicle, horse, or
other moving platform); all shots are Wild. This does not
include the firing of weapon systems built into power armour,
robots, cyborgs, or mounted weapons or turrets built into combat
vehicles.
Aimed Shots
- All Aimed shots with a W.P. are at +3 to strike (+4 to
hit with a Revolver).
Bursts
- All Bursts (whether short, long, rail gun, multi-pulse, etc.)
with a W.P. are at +1 to hit.
- All Bursts (whether short, long, rail gun, multi-pulse, etc.)
without a W.P. are Wild and -6 to strike.
Wild Shots
- All Wild shots (either un-aimed or sprayed into an area)
with a W.P. receive neither a bonus nor a penalty to
strike.
- All Wild shots without a W.P. are -6 to strike.
Modern Weapon Proficiencies
- Every third level advanced with a W.P. receives a +1 to hit
(e.g.: a fourth level character with a W.P. would have +4 on an
aimed shot, +2 on a burst, +1 on wild shots, a seventh level
character with a W.P. would have +5 on an aimed shot, +3 on a
burst, +2 on wild shots, etc.).
Notes:
- Virtually all rifles are designed as two-handed weapons
for maximum accuracy, and are -1 to strike when fired with one
hand (Triax FSE-Clip weapons are -2 to strike when fired
one-handed).
- All missiles are either self-guided (+3 to strike) or smart
(+5 to strike, +4 to dodge) and do not enjoy the firer's bonuses
to strike.
- Mini-missiles are not self-guided and enjoy the firer's
bonuses to strike. Bonuses may be derived from W.P. Heavy Energy
Weapons where appropriate (remember that as many as two
mini-missiles may be fired in an aimed shot).
- Physical training and other strike bonuses do not apply
to modern weapons.
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