Saturday, August 20, 2011

Rifts Combat Addendum

8/23/11
Added more in mortar/howitzer section to cover direct fire from both tank guns and rocket launchers
note: rocket launchers nerfed to require Aiming

8/20/11
Added tank armor section

6/7/11
Added reloading section, moved all reloading elements there
Added wild shooting section
Added machinegun section (wut)

6/2/11
Added spell padding to magic combat section
Modified the way weakness modifiers work (they don't stack anymore)
Officially fixed WPs (finally)

3/6/11
Added leyline regen to magic combat section
Added a damage section!

3/4/11
Added magic combat section
Clarified attacks of opportunity in general combat section
Restricted movement for flanking multiple attackers vs. deadlocked opponent
Clarified reloading >.<
Added WP Sharpshooting specialties

2/27/11
Slight grammar fixes
Adjusted WP: Shield parrying rules to give more incentive to dual wield
Adjusted WP: Shield for simultaneous attacks (requires paired weapons)
Added anticipatory held action dodge bonus
Lowered penalty to attack while knocked down

1/23/11
Added WP: Sharpshooting to modern combat section

1/12/11
Slightly adjusted parry rules to allow for flanking in multiple enemy situations
Close range battle section added
Grapple vs. melee weapon rules formalized
Spinning Blades vs. grapple added
Removed grapple options other than tackle/takedown/throw except from deadlock situations
Interrupt parry officially added
Pursuit added
Mortar spotting time penalty removed

in previous patch:
Vehicle combat APM mechanics slightly changed
Dodging criticals clarified

MD = 10 SD, not 100
Natural 20s always hit, unless dodged by a natural 20, you are buffed by Beat Insurmountable Odds, or beat the natural 20's modified roll by at least 10 (meaning, if they roll a modified 25, you need a modified 35 to beat a natural 20).

Combat Actions
  • All combat action limits reset at the start of your turn.
  • A character has one action per turn.
  • A character may make one parry per turn. Parrying is a free action. If a character is using paired weapons and is striking with both, he forfeits his ability to parry. If a character is using a shield and has WP: Shield, he may make an unlimited number of parries each turn, but only from the front (can still make one side parry). If a character is using paired weapons and holds one of his weapons to parry, he may make two parries per turn.
  • If a character has the automatic dodge ability, he may make one automatic dodge per turn.
  • A character cannot dodge or parry attacks if flanked (enemies on both sides) or if the attacker is behind him. If the character is flanked, he must choose which direction he is focusing on for defense; he may only parry ahead of him or in that direction.
  • A character may only choose to parry attacks on his parrying device's side and in front of him. If he is flanked opposite his parrying his device, he may not parry attacks in that direction until he dodges (even automatic dodge), is force-moved in a way that prevents the flank, or his turn comes up.
  • Attempting a dodge uses up a character's next turn.
  • A character may hold his action to act at a later time. The player must declare what the conditions are for his held action; for instance, "waiting for Brakkus to act."
  • A character with a held action may forfeit his held action to attack someone attempting to attack him. In the event that one attack voids the other, the character with the held action takes precedence. A character attempting this loses his parry unless he is using a shield (with WP: Shield) or is using a paired weapon that is not being used to attack. In either case, Paired Weapons (with the appropriate parrying device) is required to retain the parry.
  • A character with a held action may also forfeit his held action to dodge. If he does so, he loses his held action, but not his next turn. If he was holding his action to dodge a specific attack, he gains a +4 bonus against that attack only.
  • A character may enter a defensive stance on his turn. His defense rolls gain a +2 bonus, he may parry any number of attacks, and may parry attacks from flankers (not from behind). A character dodging while in a defensive stance loses the benefit of his defensive stance, but does not lose his next turn. Automatic dodges do not cancel this stance.
  • A character may attempt to Roll With Punch if he is hit with smashing/explosive damage in order to take half damage. This takes the character's next turn to do so - but may be attempted even if the character attempted to dodge the attack and failed. A failed Roll With Punch means full damage and also knocks the character down automatically.
  • When a character is granted an attack of opportunity, this means the character may make a free attack (generally a melee attack) on the opponent granting the opportunity. He may not make an attack on anyone else; the opportunity is granted in such a way that the attack is very minimal effort for the character to undertake.
  • Attacks of opportunity cannot generally be avoided. A character with Paired Weapons holding one of his weapons to parry may be able to parry (GM discretion) if he is deadlocked to his opponent and not attempting to flee. Shields give no defense against attacks of opportunity, with the exception of self-guided magic shields, such as the Shield of Invincibility. Other independent parries, such as "dancing" weapons, Spinning Blades, and so on, may be used to defend the attack of opportunity. Other characters with held actions may attempt to interrupt the opportunity attack if they know it is coming.
Legacy Hand to Hand rule:
Multiple hand to hand skills use the -best- bonus, but are not additive. For example, an Assassin who also has Expert will get the Expert's defense roll bonuses and the Assassin's attacks per melee.

Damage in Combat
  • Most attack multipliers are additive with other attack multipliers of the same type.
  • Critical multipliers are tricky. All of them are additive: Dice crits, backstab crits, and power attack crits all add together; thus a backstab power attack with a natural 20 will generally do quadruple damage (x1, plus 3 crits for x4)
  • Items that improve crit range artificially add a critical multiplier, allowing a character to double crit on its numbers if an appropriate combat skill is known. For instance, if a weapon gives 19-20 critical, and a combat skill gives 18-20, the character will double crit (for triple damage) if a 19 or 20 is rolled.
  • Weakness multipliers are not additive. The most effective weakness modifier applies. This includes charmed weapons and death strike attacks.
  • Hit multipliers (such as burst size) generally multiply on top of other multipliers.
  • Multiple attacks (such as paired or speed weapon) have separate rolls, calculate each separately.
Knockback:
  • If a normal strength character is hit by SD damage in excess of PS * 10, he must make a Roll With Punch against the attack to avoid being knocked down. Each subsequent 20 SD (2 MD) applies a -1 to this roll. This Roll With Punch is a free action.
  • A supernatural strength character can withstand three times this (PS * 30 in SD damage) before needing to make a roll, with each 5 MD applying a roll penalty.
  • Knockback applies a -6 to all defenses and a -6 to all offensive actions. A character may use a melee action on his turn in order to stand up. Melee attacks against a knocked down opponent deal +4 damage.
  • A character hit by knockback automatically loses any held actions, whether the knockback is successful or not.
  • Some attacks, such as trips automatically knock down. The defender may use a Roll With Punch to defend; any damage inflicted by the attack applies to the roll penalty. This use of a Roll With Punch counts as a melee action, and can't be used if the defender has used up his action for the next round.
  • A character hit with knockback effects who is braced in some way may choose to suffer 50% more damage, but not be knocked down.
  • Non-physical damage, such as laser, ion, and plasma weaponry, does not inflict knockback. P-beams do.
Close Quarters Combat
  • Characters may "engage" in melee combat by making a normal melee attack. Once engaged, both characters are considered to be 'deadlocked.' This deadlock restricts many of the options available in normal combat.
  • A deadlocked character is always assumed to be facing his opponent. This means that, if his opponent moves, he will automatically turn. The only exception to this is multiple movement attacks or actions in the same turn (extremely rare; doublestrike does not count for this purpose). A character may still flank during the attack that initiates the deadlock.
  • Opponents that are fully obscured cannot be deadlocked, but they can deadlock enemies normally. In this case, the invisible character can take all normal actions, including cast spells or make normal movements.
  • A character may only deadlock one opponent at a time. If a non-deadlocked character attempts to melee a deadlocked character, they are +2 to strike (also applies to any skilled grapple checks). Because the opponent must face the deadlock, this will probably result in free hits.
  • Grapples cannot be initiated before deadlock, with the exception of tackles, throws, and takedowns. This means a grapple cannot be the first attack in a melee, unless it is a tackle, throw, or takedown.
  • Characters cannot cast most spells while in deadlock. Generally, spells that can be cast as free actions can be cast while deadlocked.
  • While in a deadlock, a character initiating a movement can only move at half his normal speed. If so desired, the deadlocking opponent may use up to his full movement to pursue his opponent. This uses up his move for the next turn (does not use his dodge action, but does use up the movement for it, so it can be used to set up splash attacks from teammates).
  • A character attempting to actively flee a deadlock without teleporting (full movement) grants his opponent an attack of opportunity. This attack can be dodged (not parried, normal exceptions apply) as part of the fleeing action (doesn't use an extra action), but if the attack hits the flee immediately fails. If the attack misses, the character may make a norrmal move in any direction (no pursuit possible). In the alternative, if the attacker is fast enough, he may choose to forfeit the free attack and pursue as above instead.
  • If a character flees a deadlock, but another enemy is also in melee combat, that enemy may also pursue and deadlock the character.
  • If a character is in melee with three or more enemies (one of which is deadlocking), he cannot move at all without provoking attacks of opportunity from all of them. Teleporting is still okay; vertical movement is not.
  • In the event that a character is so fast that this half movement would outrun the opponent's normal movement, he or she may escape any deadlocks from that character without having to grant a free attack.
  • Teleportation automatically escapes any deadlock and has no movement reduction. If the teleport places the escapee roughly within melee combat range (~20ft) the opponent may still attempt to deadlock the teleporter (assuming he is fast enough to close to his weapon range using normal movement).
  • Using Dimensional Stalking/Dimension Sense versus a teleporter and a similar teleport ability does allow a deadlock to be maintained between teleports, although this is a very extreme, unlikely case.
  • While deadlocked, a character is -3 to strike with missile weapons, but the opponent is -3 to defend. WP: Sharpshooting waives these penalties (having it removes both the strike and defense penalty; opponent vs. sharpshooter still has -3).
  • WP: Sharpshooting (Spells) allows attack spells (only) to be cast during a deadlock.
Grappling and Ground Fighting
  • Untrained characters are less effective grapplers. An untrained character is defined as any character without a combat skill with "Body Flip/Throw." These characters are -4 to defend against any grappling attack and may not use their strike bonus in any contested grappling check (only PS bonus). Untrained characters may also not use parries versus grappling attacks, even if the attack can be parried.
  • Characters with the Wrestling physical skill gain a Body Flip/Throw attack that deals 1d6 damage (making them trained grapplers, duh). Characters trained in Hand to Hand: Assassin also gain this ability at level 1.
  • Common sense rules apply. If a character is not strong enough to reasonably move an opponent, the opponent cannot be grappled. Intangible characters cannot be grappled, etc. etc.
  • A character with Supernatural Strength has his PS modifier doubled when fighting against an opponent with normal strength. If a supernatural strength character does not have any PS modifier against a normal strength opponent, he is assumed to have a +1 (not doubled).
  • A character with extra grappling limbs is +1 for each limb.
  • Characters with claws in a grapple can deal their claw damage (no bonuses)
  • A contested grapple check adds the Strike and PS bonus of a skilled grappler, or just the PS bonus of an unskilled grappler.
  • If in a deadlock versus an enemy with a melee weapon, the grappling character must make two successful strike rolls to hit before any grapple checks are made. If the melee weapon wielder succeeds at either defense, he automatically does his full weapon damage to the grapple attacker.
  • Some situations, such as Spinning Blades, may make grapple attacks virtually impossible.
  • A knocked down opponent may be pinned as a result of a successful grappling attack. A pinned opponent cannot get up, move, or make any defensive actions. However, ranged attacks from other characters against this foe must be called shots. A contested grapple check is required to break a pin. Remember, the pinned character is -6 on offensive actions, including breaking a pin (see knockdown section above). The pinning character is -10 to dodge and -10 versus grappling attacks from other foes (not the person he's pinning), but can parry normally. In order to pin, a character must have Wrestling (and roll an 18, 19, or 20 on a grapple attack) or be grappling a knocked-down enemy. A contested grapple check must be attempted in order to turn this situation into a pin.
  • A character with no particular wrestling skills may attempt to grab and throw his enemy. He must first strike to hit his opponent (this can be parried if the defender is trained). On his next turn, he may then attempt to throw his enemy to the ground. He must make a contested grapple check to do so. His opponent may also attempt to break his grapple with a contested grapple check (on the opponent's turn). While caught in an unskilled grapple, both characters cannot make defensive rolls until the grapple is broken, although a trained defender can attempt to break the grapple if he is forced to dodge.
  • A character with the "Body Block/Tackle" ability is considered to be skilled at some form of takedown, either in a wrestling, football, or martial arts manner. Tackles cannot be parried. If the attack hits successfully, the defender's Roll With Punch is opposed by a second attacker roll, this time using both the attacker's strike bonus and his PS bonus. If the Roll With Punch fails, the defender is knocked down and grappled by the attacker. Both characters are considered to be knocked down until the grapple is converted to a pin or hold (in which case the attacker is no longer considered knocked down).
  • A character with the "Body Flip/Throw" ability to throw the opponent to the ground using a martial arts or wrestling type throw. It can be parried by a trained grappler. If it hits successfully, the defender's Roll With Punch is opposed by the attacker's Strike and PS bonus. If the roll fails, the defender is knocked down and loses his next turn.
  • A character with the Wrestling skill may attempt to tie his opponent up in a hold. It can be parried by a trained grappler. If it hits successfully, make a contested grapple check. If the attacker succeeds, the defender is Held and is -4 on contested grapple checks to break out. The defender cannot do anything while held, except attempt to break out, activate psionic powers, and trigger some magic items that are thought-powered. On the attacker's turn, the attacker may choose to deal 1/2 his PS modifier in damage, release the enemy, or simply hold the enemy there. The attacker cannot take any other action without releasing his enemy. Note: A pinned opponent can also be held.
  • A martial artist with both Wrestling AND Body Flip/Throw from his combat style (except Basic even at level 8) may attempt to turn a hold into a joint lock. Make two contested grapple checks. If the opponent succeeds on either, he breaks free. If the attacker succeeds on both, the opponent is now locked and cannot do anything except activate psionic powers or trigger thought-activated magic items, but even then the character must make a saving throw vs. pain (14+, PE bonus applies) or forfeit his turn. On his turn the attacker may cast spells, use psionic powers, release his opponent, or break his opponent's joint. This deals 2d6 damage direct to hit points (cannot reduce HP below 0) and gimps his opponent appropriately. An opponent whose limb was just broken must save vs. pain (16+) or be incapacitated for one minute while he writhes on the ground in agony.
  • A trained grappler may attempt to turn a hold into a choke. Make two contested grapple checks. If the opponent succeeds on either, he breaks free. If the attacker succeeds on both, the opponent is now being asphyxiated. If the opponent has blood flow in his neck that can be interfered with, he will lose consciousness for 1d4 melee rounds if he failes a save vs. poison (14+). The opponent may do everything he could do in a hold, such as break out or activate psionic powers. The attacker may release his choke. If he does not, the opponent must save or be rendered unconscious. In addition, the attacker may either do nothing or deal damage (same as a hold). No other actions may be performed.
Magic and Special Powers Combat
  • Casting spells in melee range of an opponent always put the spellcaster at serious risk. If an opponent is within melee range or has the mage in a deadlock, the opponent can make an attack of opportunity on the mage. If the attack hits, the mage's spell is generally interrupted, and the mana is spent as though the spell was cast.
  • If the mage takes a defensive action (automatic defenses notwithstanding), spell casting is interrupted.
  • Opportunity attacks that deal no knockback magnitude AND deal no damage directly to the mage (eg. hits armor) may not interrupt the casting (GM discretion).
  • Environments that are awkward, irritating, or damaging, generally prevent a mage from casting spells. Tear gas, Sand Storm, and similar environments prevent spell casting even if the eyes and face are protected, unless the entire body is protected via EBA. Some effects that bypass armor, such as Havoc, prevent casting entirely. In general, if in a damaging or awkward environment, and damage would be inflicted (even if it's SD to MD creatures), the environment prevents spell casting until the round after it is exited.
  • Environmental damage (eg. deals x damage per round) can only be applied once per round, even if the character leaves and re-enters the environment on the same round. Physical damage from environments (smash/slash/pierce) can be applied more often, if the character is subjected to the hazard more frequently.
  • Reloading a TW firearm is a thought-activated magic item. Unless the creator states otherwise, powering a TW item is thought-activated.
  • Ley Lines influence magic in profound ways. Ley Lines add 10 points of mana generated per minute (nerfed!). Nexus points generate 10 per melee round. LLWs get double this amount. Surges generate the same amount as before, but LLWs can get double mana during a surge as well.
  • Spellcasters can pad their spells, mostly to protect against Spellshield and negas/nullis. A spellcaster can add any amount of mana to his or her spell, but each 25 mana raises the effective spell level by 1.
  • If padding raises the spell level of a spell above 7, the spell costs 2 melee actions instead of 1. If a spell normally takes fewer melee actions to cast, raising its spell level also reverts it to taking the normal number of melee actions for a spell of that level. Spellcasters may pad with 24 mana with no effect.
  • If padding raises the spell level above 9, the spell must be cast as a ritual. Spells cast as rituals can have as much padding as desired, up to the maximum limit.
  • The maximum amount a caster may pad is equal to 20 points of mana per level of experience.
Modern Combat
  • Ignore everything in Rifts UE. WP bonuses for all projectile weapons: +2 to strike (single shot), +1 to strike (all shots) at 3 6 9 12 15.
  • PP bonuses do not apply to modern weapons. Sharpshooting adds +1 at 20, 25, 30, 35, 40, and 45 PP.
  • A character must roll a 4 or higher to hit with a gun in close combat (50ft). To 1000ft, an 8 is needed. Farther, a 12 is needed.
  • All characters are -8 to dodge gunfire unless they specifically have an ability that allows them to avoid this penalty. Parrying gunfire gives the same penalty.
  • No weapon proficiency: A character gains no bonuses to strike and cannot shoot accurate bursts. Wild shooting gives an additional -6 penalty.
  • Only WP bonuses apply to gunfighting, unless your character has WP: Sharpshooting. Throwing is exempt, for obvious reasons.
  • Aiming: A character may choose to take aim at a target. For every turn spent aiming, the character gains +1 to strike, up to a maximum of +3. This benefit continues until the character changes targets, takes a defense action, or is knocked down.
  • When using Aim, a Sharpshooter gains an immediate +1 to strike, with +1 for every 3 points of PP over 18 (21, 24 etc.). He does not get the normal aiming bonus until his second round aiming, so he must spend 4 turns to get a full aiming bonus (but gets a much, much larger bonus).
  • Sharpshooting adds a +5% synergy bonus to the Quick Draw skill (with the appropriate weapon only, not ammo) for every 4 points of PP over 14.
  • Firing from a supported position gives a +1 strike bonus. This includes firing from prone with a rifle, using a support such as a ledge or other rest, or any bipod or tripod-supported firing.
  • Called shots require a character to take aim at his target first. Target number is 4 higher than a normal aimed shot.
  • Moving targets give a -1 to strike for every 50mph of movement; this penalty is applied while -in- a vehicle moving at the same speed, however. Melee attacks made from a moving vehicle suffer no penalty.
  • Point blank gunfire (5ft or closer), including energy weapons, does 50% extra damage. If the target is fleshy, this extra damage is applied to hit points. Fleshy means not wearing armor, by the way.
  • Point blank explosives (5ft or closer) do an extra 200% damage. If the target is fleshy, this extra damage is applied to hit points.
  • Vehicles, shields, and structures do not take extra damage from point blank gunfire or explosives.
Reloading
  • All characters may carry 2 types of mag pouches on their person: belt and accessory pouches. Accessory pouches can hold 2 mags (of any type) while belt pouches can hold 3 mags (of any type). Technically, characters need to buy pouches for each type of ammo carried. These items cost between 5 and 20 credits and can be made with a sewing check.
  • Body armor can hold up to 4 accessory pouches. Ammo belts can hold up to 4 belt pouches or holsters. All 4 accessory pouches may be swapped for 2 bandoleers or shoulder holsters. A bandoleer holds six grenades or a full belt of MG ammo. A holster holds a handgun or other size 0.5 weapon. Belt "holsters" can hold size 1 melee weapons, such as swords. A belt pouch can also be replaced for a single grenade.
  • An additional 2 size 1.5 or smaller weapons can be slung on the back. Either one of these can be replaced with a satchel. They are exclusive to any kind of backpack; back weapons can't be quick-drawn with a backpack equipped.
  • Reloading a magazine-fed weapon takes 2 melee actions. If the character has Quick Draw, he may take a Quick Draw check to reduce it to 1. Trained operators practice magazine retention, while untrained operators must spend an additional 1 melee action to retain the spent mag before they reload.
  • Reloading a revolver or clip-fed weapon takes 2 melee actions (can be reduced as above) with a clip or speed loader. Untrained characters require 5 melee actions to reload these weapons, even with a clip or speed loader.
  • Reloading a single shot weapon, such as a shotgun, take 1 melee action per round of ammo loaded. For a revolver, it takes 1 melee action to eject the casings, then 1 action per round if not using a moon clip or speed loader. The Quick Draw skill does not assist in reloading these weapons.
  • Drawing a weapon takes a single melee action if the character has no weapon in that hand (only need 1 hand free to draw a 2h weapon). It takes 1 melee action to sling/holster a weapon, but dropping a hand-held item is a free action. Quick Draw can be used to holster a gun, although obviously it can't be used twice in the same turn.
Burst Fire
  • All bursts are default +0 to hit. Aiming improves this, up to +3.
  • Three round bursts may be fired from any semi-automatic weapon and deal *2 damage.
  • Five round bursts may be fired from any automatic weapon and deal *3 damage.
  • Ten round bursts may be fired from any supported automatic weapon and deal *5 damage.
  • Twenty round bursts may only be fired from supported machineguns or other weapons with high cyclic rates of fire and do *7 damage.
  • Burst fire cannot generally be parried. If a shield is large enough, it may be raised for total cover against a burst fire weapon. The Deflection spells can parry bursts normally.
  • CK weapon parries versus burst fire are -1 per damage multiplier beyond 1. A CK can only parry bursts fired by his marked target. In order to do this, the CK must be dual wielding (no shield).
Shooting Wild
  • Wild shooting is generally only done if the target is obscured (or if the character is blind), or if shooting while moving. If a character performs a full run, he may also shoot wild during the run. Characters without WP bonuses also shoot wild if they fire any sort of burst fire. Characters that are suppressed also generally must shoot wild in order to avoid being exposed (see below section).
  • Shooting wild is -6 without proficiency; otherwise it has no penalty.
  • A wild single shot is -4 to strike, deals *1 damage if it hits.
  • Wild bursts have no penalty to strike. 3 round bursts deal *1, 5 round bursts deal *2, 10 round bursts and larger deal *3. Generally, wild 10 round bursts are uncommon, except while blind or when using suppressing fire.
Suppressing Fire
  • Automatic weapons may use bursts in order to suppress the enemy. Five round bursts may be used to suppress a single target, while ten and twenty round bursts may be used in a cone of fire in order to pin down the enemy.
  • Suppressing fire has no bonus to strike; it also cancels any aiming bonus present. WP bonuses still apply. It deals normal shot damage in addition to its listed effects.
  • A character using suppressing fire may not dodge, unless their stable firing position is a RPA vehicle. The suppressing character must still maintain line of sight with his suppressed opponents until his next turn.
  • If the suppressing character is forced to dodge or otherwise cease suppression (eg. knockback), all suppression penalties cease.
  • A suppressed opponent must dodge if not behind cover. If a suppressed opponent chooses to stand and fight in suppressing fire, he takes full damage as though he was getting hit by wild bursts; he is also -4 on any aggressive actions.
  • A suppressed opponent in cover cannot move out from cover (without getting hit, above) until his next turn.
  • A suppressed opponent is -3 to strike using direct fire attacks, and -1 using indirect attacks such as grenades, spells, psionics, or wild shooting.
  • Larger bursts cover a larger field of fire, but deal no extra damage except to those stupid enough to not run for cover.
  • Characters with the "can dodge gunfire at no penalty" ability cannot be suppressed.
  • Fire from a breath weapon is considered suppressing fire, at the character's discretion.
Cover and Blind Fire
  • A character behind half cover is harder to hit with line of sight attacks - target number is 4 higher than normal.
  • A character behind greater than half cover must be targeted with a called shot
  • A character behind an arrow slit, machinegun shield, or other highly obscured cover requires a called shot, target number is 4 higher than normal
  • A character behind total cover is obviously impossible to hit without indirect attacks.
  • If a character attacks, he is at least partially exposed for that round unless he uses blind fire.
  • All blind fire is considered shooting wild. People without WPs are -6.
  • A character firing area effect weapons into an area he cannot see, but saw recently, has no penalty to strike to hit the area. This does not apply to suppressing fire, only to grenades, area effect spells, and similar effects.
  • Firing direct fire weapons using blind fire is -10 if burst size is less than five.
  • Using burst fire while blind firing is -2 to hit an area; if enemies are in the area, they may be subject to the attack. These attacks deal damage as wild shooting. Breath weapons cannot be used for blind fire.
Machineguns
  • For the purposes of this section, a "machinegun" is any automatic weapon fitted with a bipod, even if its rate of fire does not support 20 round bursts.
  • A bipod offers +1 to strike (yeah I need to change this in the gear post) while prone.
  • Going prone takes a character's movement for the turn; he or she can move a small distance (SPD stat in feet) before proning. Getting up from prone has the same restriction; can only move SPD stat in feet while rising.
  • 10 round bursts and larger cannot be fired without a stable firing position. This means weapon mounts or a bipod, although it is sometimes possible to assume a stable firing position prone without a bipod (generally only with preparation). RPA generally cannot fire long bursts while flying or leaping.
Weapon Proficiency
  • WPs are totally different; all energy weapon proficiencies are removed. Instead, the following ranged WPs apply:
  • WP: Revolver is required to shoot single action revolvers with only one melee action. It governs revolvers of all types, and includes reloading proficiency as well.
  • WP: Automatic Pistol governs all handguns, except single-action revolvers. It does not grant trained reloading for any type of revolver.
  • WP: Bolt Action Rifle governs manual action two-handed firearms of all kinds, including lever and pump action firearms. It also grants trained reloading for all rifle types, including magazine, clip, and chamber-fed weapons.
  • WP: Automatic Rifle governs all semi and fully-automatic long guns, including semi-auto shotguns and energy rifles. It also covers heavy semi-automatic energy guns (formerly WP: Heavy Energy). It includes the firing, but not cycling, of manual action firearms, and the reloading of magazine and clip-fed weapons, and the tubular internal magazines of shotguns.
  • WP: Machinegun includes the firing of any burst size larger than 5, including automatic rifles with burst sizes of 10. It also includes reloading of belt and canister-fed weapons.
  • WP: Grenade Launcher governs the use of indirect, shoulder-fired ordinance, and the reloading of all associated weapons. Reloading a grenade launcher takes 1 action to eject and 1 action per round reloaded.
  • WP: Rocket Launcher governs shoulder-launched self-propelled ordinance, including missile launchers. Weapon Systems is required for missile launchers. Also includes the trained reloading of rockets.
  • WP: Mortar applies to all indirect-fired artillery, and the reloading of associated weapons. It is the requisite "spotter" skill, as well.
  • All computer-assisted aiming requires the Weapon Systems skill to gain the benefit of the computer. If it is TW-assisted aiming, TWs may ignore this restriction. The bonus from Weapon Systems does not apply unless the skill is known.
  • Sniper can only be used in a round in which the sniper did not receive fire. If the sniper was a target of enemy fire, he may not use the skill. It only applies to single shots, but works with any two-handed, shoulder fired weapon with reasonable mechanical accuracy.
  • Ignore WP: Archery, there's no fucking reason a PC should have the skill and even if you did, it would not work the way it does.
  • WP: Throwing is the new thrown weapon WP.
  • WP: Quick Draw gives a 50+3%/level skill that allows a character to draw a readily available item as a free action. The draw must be attempted before other actions in the round; if the draw fails, it takes a melee action as normal.
Sharpshooting Specialties
  • Characters may select one trick shot for each Sharpshooting Specialty the character has.
  • If the target was seen visually in the previous round, the sharpshooter may blindfire as though he was shooting normal single shots or bursts, as long as the target does not move.
  • As part of a normal dodge action, the sharpshooter may shoot wild at his attacker, or any target he wishes within 50ft of him.
  • The sharpshooter no longer has any penalty for firing from a moving vehicle, and the penalty for shooting at moving targets is reduced by 1.
  • The sharpshooter can fire accurately, regardless of physical orientation (eg. hanging by one leg, upside down).
  • If desired, the sharpshooter may ricochet single shot, solid projectiles off appropriately solid objects. Laser weapons (only) may also be ricocheted off mirrored or highly reflective surfaces. Ricochet attacks deal 1 damage to the bounced surface and full damage to the target. Ricochet explosives do no damage to the bounced surface. Strike bonuses are normal.
  • The sharpshooter reloads his chosen weapons as a free action (1 round max per turn for shotgun)
  • The sharpshooter recharges TW versions of his chosen weapons as a free action.
  • The sharpshooter's Quick Draw skill is increased to 100%, for the purposes of his chosen weapons.
  • The sharpshooter may make called shots without aiming.
  • Rifle sharpshooters only: reduce ranged to-hit numbers by 4, to a minimum of 4 (plus 4 if the target is behind cover).
  • The sharpshooter may deal +10 knockback magnitude from single shots for his chosen weapons.
  • Three-round bursts fired by the sharpshooter's chosen weapons at 100ft or less deal triple damage, instead of double.
Missiles
  • In order to use guided missiles, a character must have the Weapon Systems skill.
  • Guided missiles are +3 to strike with no other possible bonuses. Smart missiles are +5, and are +3 to automatic dodge. Smart missiles may make any number of automatic dodges in a round.
  • In general, guided missiles cannot target character-size targets. Laser-guided munitions (like wire guidance, but with a laser designator) can target foes of any size.
  • Missiles hit automatically. Even a roll under the needed strike roll to hit at a distance (8 or 12) will still connect.
  • If the target is behind cover, a 12 or better is still needed. Remember that cover only applies if it provides cover relative to the missile. An MD crate is not effective cover against a short-range missile.
  • Impacts that hit cover may still deal splash to the target, at the GM's discretion.
  • A volley of 4 or more missiles cannot generally be dodged. Only a fast moving robot or a vehicle (see the vehicle section) can dodge a volley of larger than 4 missiles. In the case of a fast moving robot, it must be on the ground and able to make thruster-assisted leaps, or be able to make very rapid changes of direction in midair. If these criteria are met, any number of missiles can be evaded, but the dodger is -1 for every four missiles in the volley.
  • A volley of missiles can be parried, assuming the character in question has the 'parry bullets' ability and something with which to parry, specifically a shield. Damage is dealt to the shield first. A robot may 'save' its main body by parrying with its arms, causing their MD to be depleted first.
  • Instead of a dodge, any character within firing range of the missiles who is aware of them (eg. has radar or can see the launcher fire) can forfeit their next turn to fire upon the incoming missiles. This action functionally works like a dodge in terms of held actions or defensive stances. A defensive stance gives a +2 to hit an incoming missile. Automatic dodges cannot be expended for a shot attempt.
  • A missile whose MDC is depleted is 40% likely to hit any given other missile in the volley. Likewise, an explosive weapon with a splash 10ft or greater that is used also generates this 40% chance. Missiles with a very large radius are +1% per foot of splash over 15ft.
  • Remember that missiles typically move at very high speeds; a typical LRM flies much too fast to hit realistically without computers (-28 to strike)
Mortars, Howitzers, and Heavy Weapons
  • As above, indirect fire shots are -1 to hit an area. 
  • Mortars require the following action tree: Spotting > Aiming > Shooting > Reloading. 
  • Ideally, a 4 man team (including a commander) will operate one mortar, with spotters or forward observers calling targets. This team includes a gunner, a loader, an assistant gunner, and a commander.
  • In a tank or SPG crew, this is typically a gunner, loader, commander, and driver. An assistant gunner is not needed for a tank or howitzer.
  • Indirect fire weapons without a commander are -1 to hit.
  • Spotting and calling a target takes a melee action; the spotter must roll to hit the target using WP: Mortar. A miss at this point will relay the incorrect information to the mortar team. A crit gives the mortar team a +2 bonus to hit.
  • The spotter must have a radio or other communications device; he MUST have the Radio: Basic skill even if he is using telepathic communications in order for coordinates to be properly relayed.
  • The spotter does not need WP: Mortar if he is communicating to a C&C post with the skill (who will roll to hit in his place, takes a melee action); he still needs to hit with a rangefinder or make a Navigation check (Land Nav is okay too). In this case, a miss by the observer will probably cause the C&C to abort the fire mission (since the coordinates are obviously wrong).
  • Shooting the weapon only takes a single melee action; however, the assistant gunner firing a mortar must perform maintenance after every other shot, at a minimum. Cumulative -1 to strike for every shot after the second that the barrel is not properly cleaned. It takes 2 melee actions to clean a mortar. Howitzers do not require in-battle maintenance.
  • Aiming a mortar takes 2 melee actions. The gunner aiming is the person who makes the strike roll, using his WP: Mortar skill (even though he does not push the fire button). Anyone caught in the area of the mortar will be hit unless they dodge out of the splash. He only gets +1 to strike, not the normal +2 for aimed shots with firearms. Experience bonuses and any other ability bonuses still apply (eg. Telemechanics)
  • Aiming an electronic turret weapon takes 1 melee action, rather than 2. Minor adjustments for direct fire can also be made by the gunner when the shot is fired. In a howitzer, the gunner is the one pressing the fire button, rather than the loader (meaning he takes one action to aim and one to fire). Rockets also follow this rule: they must be aimed before they can be fired unless you want a very unhappy accident.
  • Obviously, anyone who moves out of the splash of the mortar between the observer's turn and the shooter's is not hit.
  • Reloading a mortar takes 2 melee actions if ammo is readily available. Reloading a howitzer takes 4. If the character is a class specializing in tank operation (anyone with Pilot Tank and APC as a class skill or MOS skill plus WP: Mortar/Howitzer), reloading only takes 3 melee actions. A character without the appropriate WP takes twice as long.
  • Note that reusable rocket launchers, such as the CR-1, follow the same reloading issues as mortars. It takes 2 melee actions to reload a CR-1 or RPG with WP: Rocket Launcher and twice as long without.
  • All heavy indirect fire weapons hit the turn after they are fired. This is also generally true of ballistic missiles, although they may take longer, depending on distance (generally that's a cinematic type thing, though).
Heavy Armor and Exotic Protections
  •   A vehicle's armor may be considered "heavy armor" if it is sloped in a way that deflects kinetic weapons. This is typically only applicable to tanks or armored fighting vehicles, although some robots may also have it. Robots previously given the heavy armor designation no longer have it; it may be assigned to robot vehicles only on a case-by-case basis.
  • Heavy armor reduces the damage of all high-velocity kinetic energy weapons by 1/2, including P-beams. Supernatural strength damage and high-mass attacks (eg. telekinesis) are not affected. Explosions and other concussive weapons are generally affected, although some penetrate heavy armor.
  • In order to bypass heavy armor, a weapon must be specifically designed to defeat it. Hypersonic weapons typically do (including the RG14); P-beams are not due to their lack of projectile density. An explosively-formed penetrator or dense hypersonic projectile are needed to overcome it.
  • Ground vehicles can be equipped with slat armor to defeat heavy weapons. Slat armor gives a vehicle extra MDC; precision weapons (rifles, etc) can bypass it on a strike roll of 12 or better. Top-attack munitions bypass slat armor. Slat armor is not considered heavy armor, but it is much lighter than up-armoring a vehicle.
  • Reactive armor can be used to give a vehicle dramatic resistance to heavy weapons. It all works basically the same; any kinetic attack that deals over 20 MDC to a vehicle equipped with RA triggers the armor - P-beams and large mass attacks (dropping cars with TK) do not trigger it.
  • Explosive reactive armor reduces the damage dealt to 20 and explodes, dealing 5d6 MD to whatever triggered the armor. If Supernatural PS triggered the ERA explosion, the attack deals half damage (even if this would reduce it below 20). The explosive damage deals triple damage to fleshy targets.
  • Non-explosive reactive armor (NERA or NxRA) reduces damage dealt to 20, and supernatural PS damage by half, but does not explode.
Vehicle Combat Basics
  • Characters inside a vehicle but who are not the driver operate normally. If a character is attacked directly, he or she may parry or dodge. Dodging implies there is somewhere inside the vehicle to dodge; if this is not possible, only a parry is available.
  • Characters inside a vehicle are generally (unless they are retarded) behind cover. Characters in a turret mount are not behind cover, unless the turret is equipped with a shield or the weapon is especially large.
  • Whenever stated, Control Rolls are a check against the appropriate piloting skill. All penalties to Control Rolls are cumulative.
  • All vehicles have a designated Cruising Speed of half their maximum speed.
  • Acceleration of a vehicle is approximately 1/4 of its maximum speed per melee round up to its Cruising Speed; half this acceleration on subsequent rounds (to 1/8) until the maximum speed is reached (1.5 minutes total). Again, this assumes a competent operator, please don't make me make rules for unskilled operators.
  • If a driver of a land vehicle exceeds Cruising Speed for any reason, he must make a Control Roll every melee round.
  • The maximum safe driving speed on an unpaved but well-traveled back road is 60mph. The maximum safe driving speed on a trail or other unpaved but clear road is 45mph. The maximum safe driving speed in untraveled wilderness is 15mph. Exceeding these speeds requires the driver to make a Control Roll every melee round.
  • A driver may exceed these speeds by up to 30mph without penalty. More than this induces a penalty of -5% per 15mph.
  • Taking any driving maneuver at higher than the listed 'safe' driving speeds incurs an additional -12% penalty.
  • If the driver needs to pay attention to some other task besides driving, he must make a Control Roll. If this is required during combat, the driver is -10%. This includes taking any combat actions that are not driving-related.
  • Avoiding an obstacle in the road requires a Control Roll. No additional penalties apply.
Vehicle Combat: Crashing
  • In all crashes, the size of the largest vehicle is the one used to determine damage.
  • When calculating the damage for a crash with a stationary object, the speed of the vehicle and the size category of the vehicle are the only factors.
  • When calculating the damage for a ram or impact with the rear of another vehicle (or someone rear-ending you), the speed of the slower vehicle is subtracted from the speed of the faster vehicle.
  • When calculating the damage for a head-on collision, the speed of both vehicles is added together to determine the damage.
  • All damage is calculated on a "per 10 mph" scale, except in extremely high speed aircraft crashes, where the damage is multiplied per 5 mph instead.
  • Motorcycle crashes do 1d4 MD per 10 mph.
  • Small automobiles do 1d6 MD.
  • Small trucks and large automobiles do 1d8 MD.
  • Large trucks (1 ton and larger) do 2d6+1 MD.
  • Semi trucks do 3d6+4 MD.
  • Occupants of a vehicle during a crash also take damage. Characters without seatbelts take 4d6 SD per 10mph of crash speed. Characters next to large (normal car size) open windows have a 25% chance of being thrown clear for half damage. Characters in gun turrets have a 50% chance of being thrown clear for half damage. Armor does not reduce this damage.
  • Characters wearing seatbelts during a crash take 1d6 SD per 10mph of crash speed. If the user is wearing armor, this damage is halved (apply half damage to armor, round MD down). If the vehicle has appropriate crash safety mechanisms (eg. airbags), this damage has a 75% chance of being negated entirely. Magical/TW mechanisms may increase this up to 100%.
  • Motorcycle and hovercycle crashes deal 2d6 SD per 10mph of crash speed, assuming the driver is a skilled operator. This damage is halved if the character is wearing body armor (apply half to the armor; round MD damage down).
  • Unskilled operators of motorcycles or hovercycles take the full crash damage applied to the vehicle. Armored users take half to armor and half to health. If you are an unskilled operator, I highly advise you not to use a motorcycle or hovercycle.
  • A vehicle that hits a small, lightweight object (like a person) takes 1/3 the normal crash damage. Round down. The object takes full damage. Smaller objects deal no significant damage to the vehicle.
  • The occupants of a vehicle armed with a ram-prow take no damage from a successful ram, unless they didn't have seatbelts on (otherwise normal damage).
Vehicle Combat: Advanced
  • The driver of a vehicle can only take one (1) vehicle action per round. If any melee actions remain after taking a driving action, the driver may do other things (remember, must make a control roll at -10% during combat). Activating TW functions of a vehicle such as armor or other buffs does not require the driver to make control rolls.
  • The operator of a giant robot does not normally need to take vehicle actions. Giant robots are roughly considered characters for the purposes of combat. Fast moving flying robots (or transforming ones) may perform driving actions; however, this also means they must perform driving evasion (dodges).
  • All vehicle actions, other than accelerating, cause the vehicle to slow down by 15mph, or 45mph if it is an airplane. If your vehicle is not traveling above 15/45mph respectively, your vehicle cannot perform driving actions.
  • A driver may choose to accelerate further than normal acceleration would otherwise allow. A control roll at -10% allows the driver to gain an additional 15mph of speed for the round. This counts as 2 melee actions.
  • The driver of a vehicle may elect to Dodge, even if no other actions have yet been performed. A dodging vehicle requires a control roll. The driver's Dodge roll (d20+ dodge bonuses) is used for any vehicle attacks or guided missiles. The margin of the driver's success over 12 is also added as an additional strike penalty to hit the vehicle with ranged weapons. Dodging uses up the driver's vehicle action and counts as 2 melee actions.
  • A vehicle driving over 200 MPH has a reasonable chance to dodge four or more guided missiles, assuming the driver is skilled. The driver is -1 to dodge for every 4 missiles in the volley.
  • In an aircraft or on a large open area with lots of lateral movement, tilt/bank dodges are possible. These dodges are more predictable; a driver is -4 to dodge. Bank dodges don't take up a melee action at all, but do use up the operator's driving action.
  • Ramming an opposing vehicle requires a Strike roll. A ram counts as two actions. If the ramming vehicle was 20mph or more over the opposing vehicle's speed (assuming it was a rear-end), it will result in a crash. Otherwise, it causes twice the damage of a 10mph crash. If the vehicle has a ram-prow, this damage is dealt to the ram-prow instead. If the ram is successful, both drivers must make Control Rolls. The rammer makes this at a -1% penalty per mph of impact speed; the recipient makes the roll at a -2% penalty per mph. No occupants take any damage, unless a crash occurs.
  • A sideswipe is roughly the same as a ram, only the normal 10mph crash damage is added and the driving penalty is halved. It still counts as 2 melee actions.
  • Attempting to cut off the opposing vehicle (so that he cannot pass you) is a -15% penalty. The defender is -20% on his control roll; if he fails, there is a significant chance of a crash occurring (GM discretion). Counts as three melee actions.
  • A sudden brake can be used in order to get behind a vehicle (such as to use fixed weapons). A control roll is required. Control rolls to match the brake are -15%. Counts as two melee actions.
  • A bootleg turn is -40%. I'm sure you guys all know what those are for; you could however just slow down and turn around normally. That wouldn't be as cool, though. Counts as four melee actions.
  • Other, similar drift turns have a 15-35% penalty, depending on their complexity. These count as 3-4 melee actions.

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