This document summarizes combat rules for a gun battle between player characters caught in an ambush. It outlines the initiative order and actions characters can take during combat such as movement, ranged or melee attacks, defensive actions like dodging or parrying, using spells or psionics, and more specialized actions like aimed shots or calling shots to target specific body parts. Detailed rules are provided for resolving attacks, defenses, damage, and other outcomes like critical hits. Magic users and psychics have additional options defined as well.
This document summarizes combat rules for a gun battle between player characters caught in an ambush. It outlines the initiative order and actions characters can take during combat such as movement, ranged or melee attacks, defensive actions like dodging or parrying, using spells or psionics, and more specialized actions like aimed shots or calling shots to target specific body parts. Detailed rules are provided for resolving attacks, defenses, damage, and other outcomes like critical hits. Magic users and psychics have additional options defined as well.
This document summarizes combat rules for a gun battle between player characters caught in an ambush. It outlines the initiative order and actions characters can take during combat such as movement, ranged or melee attacks, defensive actions like dodging or parrying, using spells or psionics, and more specialized actions like aimed shots or calling shots to target specific body parts. Detailed rules are provided for resolving attacks, defenses, damage, and other outcomes like critical hits. Magic users and psychics have additional options defined as well.
This document summarizes combat rules for a gun battle between player characters caught in an ambush. It outlines the initiative order and actions characters can take during combat such as movement, ranged or melee attacks, defensive actions like dodging or parrying, using spells or psionics, and more specialized actions like aimed shots or calling shots to target specific body parts. Detailed rules are provided for resolving attacks, defenses, damage, and other outcomes like critical hits. Magic users and psychics have additional options defined as well.
same fight without pause. The new melee round starts just like the add bonuses.
nuses. A roll of 5 or higher plus bonuses is a hit unless the
last one, with the character who has the highest initiative roll tak- defender Parries or Dodges. ing action first, followed by the next, and the next, each repeating A Roll of 8 or higher is needed to hit with modern weapons the standard combat sequence of the attacker rolling to strike and (guns like pistols, rifles and so on). the defender standing ground and taking damage, or parrying or A Natural 20 is always a Critical Strike (double damage) and dodging. Repeat until one side or the other is destroyed, surrenders cannot be defended against unless another Natural 20 is rolled by or runs away. the Defender, in which case the attack is avoided. Bonuses do not matter in the case of a Natural 20. A roll of a Natural 20 on de- Offensive Actions fense/parry/dodge is always successful. Casting a Spell or Using Psionics: Magic users and psychic I have found that new players often do not know what to do characters have additional options such as using one of their spells when they first start to role-play. Well, this is a classic gun battle or psionic attacks. Psionics are easy as they happen at the speed that you see on TV. This battle assumes that everyone is using of thought. All Psionics take one melee attack to perform unless their energy rifles only because that is how the ambushers set up otherwise indicated. Spells, on the other hand, use a sliding scale their surprise attack. They were intending to gun down anyone depending on the level of the spell. All magic spells that fall be- who came down the road. So our player characters need to react tween levels 1-5 take one melee attack to perform. Spells that fall quickly when caught in the ambush, or they get caught out in the between levels 6-10 take two melee attacks, and all other spells open and under fire. As a Game Master, you are at liberty to set up take three attacks to cast. the terrain as you describe the scene. So there could be places like Casting a spell or using a psionic power is automatic and does ravines or trees or boulders to provide some cover. not require a die roll. The defender, on the other hand is likely to Here are the core combat actions and how they translate into get a saving throw of some kind. This is equal to a parry or a dodge game rules. as the character must resist the effects of the spell. To resist the Movement: A character can move a number of yards/meters effects of a spell, the defender must roll a 12 or higher on a D20, per melee equal to their Spd attribute times 5. So a character with adding any bonuses they might have to save vs magic. A failed roll a speed of 10 can move 50 yards/meters per melee round. If they means the character is subject to the full effects of the spell. have 5 attacks per melee, they can move 10 yards/meters (30 feet) Characters also get a saving throw vs psionics. Again, a D20 is per attack. Just crunch the numbers for each of your characters to used with the character adding any saving throw bonuses against figure out movement. Of course, depending on the type of combat psionics. The target numbers are a bit different and depend on if and weapons used, the combatants may stand their ground and do the character has psionics. For this adventure, the target number very little movement. to save is indicated under each character, but here it is explained. Attack: There are two main types of attacks. Range attacks Characters with psychic abilities are better able to resist psion- are typically used with modern weapons such as guns. Melee at- ics attacks. Master Psionics only need a 10 or higher to save vs tacks involve becoming physical and either attacking with a punch psionics. Major and Minor psychics need a 12 or higher to save, or kick, or using a melee weapon such as a knife or sword. Each and those who have no psionics need a 15 or higher to save. As character has a set of bonuses that should be consulted when at- always, add save vs psionics bonuses when rolling a D20. If you tacking. meet or exceed the saving throw number the character is unaf- For modern weapons you will want to use the appropriate bo- fected. nuses such as W.P. Energy Pistol, which provides a +1 to strike at Non-Combat Actions: Drawing a weapon, changing E-Clips, level one. This is firing off a quick shot in the general vicinity of throwing a grenade and diving for cover, all take one action. For the opponent. Some weapons can fire bursts and they are indicated something not covered, the Game Master is going to have to make under the weapon. A bonus for burst is one half the normal W.P. a call. If it is something complicated and delicate, it could take two bonuses. So since our bonus is only +1 (for a first level character), or more actions. Quick things typically take one action. Speaking there is no bonus for burst. The character gets a straight die roll. short phrases like, “Look Out!” “Get Down!” “Let’s talk.” “I think On the other hand, you can take a careful aimed shot. This is taking I got him.” “I’m not the one you are looking for.” I typically give an extra few seconds to zero in on a specific individual and it gives as a free action, but if the group starts discussing a complicated you a +2 to strike in addition to the W.P. bonus, so an aimed shot plan that can take several melees to hammer out, it is a different on a Pistol will be +3 at level one. The drawback is that it takes two story. of the character’s attacks, which could leave the character vulner- able for a few seconds. Characters can also make Called Shots. Say you want to target Defensive Actions an enemy’s gun. This is a Called Shot and takes even more time While your characters are learning to fight “RPG style,” it is to perform. Just like an aimed shot, you gain the +2 to strike, but good to have a host of defensive options as well. That is the beauty for three attacks, you can target something very specific such as a of Palladium’s combat system. You don’t have to always beat a gun, a leg, an arm and so on. Otherwise, attacks are assumed to hit static number during combat. Defenders get to roll dice for dodges center mass which is considered the main body. Deduct all damage and parries with the high roll winning and ties going to the de- from the main body unless a Called Shot is done. fender. We will discuss a few defensive options below. Just re- There are additional rules in regards to combat with modern member to add your character’s bonuses to the D20 roll and high weapons. This is covered extensively in the Rifts® Ultimate Edi- roll wins. It’s that easy. Defensive Actions include Parry, Dodge, tion. or Entangle. Attacker Rolls to Strike: A D20 (twenty-sided die) is rolled to Parry: A parry is the ability to block a foe’s attack. For ex- strike. A roll of a 1-4 indicates an automatic miss. Don’t bother to ample, two people face off with swords. The winner of the initia-