You are on page 1of 12

Critical Hits

• A natural 20 (D20 roll) is always a critical hit. A natural 1 (D20


roll) is always a critical miss.
• All critical hits force a roll on the Critical Damage Chart in
addition to the damage taken to MDC, SDC, or HP. This replaces
2.0 HOMEBREW RULES double damage.
• A character's critical strike range is applicable to all strikes
regardless of weapon type.
Thesis: The purpose of these changes and additions to the Palladium
rules is to provide a more streamlined combat experience by Hit Location
quantifying the action economy through the new APM system and to
provide some much needed variety to damage output through the • Melee and Ranged combat now use the random hit location
addition of the Hit Location, Status Effects and Critical Damage rules. After confirming a hit, roll on the Hit Location chart,
charts. then apply damage, subtracting any armor points in that location
first.
I also spend time clarifying interactions with Mega Damage vs
Standard Damage, how to convert the esoteric speed stats into a Hit Location Chart
more useful and less abstract grid or inches combat system to Roll Location Aimed Penalty
facilitate using miniatures and terrain as well as experimental rules
01-09 Head -4
for large scale combat for mech heavy games.
10-24 Left Arm -2
Combat Sequence: 25-44 Right Arm -2
45-79 Main Body +0
1. Roll Initiative 80-89 Left Leg -2
a. Highest roll goes first. Ties reroll. 90-00 Right Leg -2
2. Select target, Preform action
a. Attacker chooses a target within range or in melee, declares
any aimed shots or aimed attacks. • Applying this to robots, vehicles and power armor may require
b. Attacker then selects an action and spends his APM. some conversion. For anyone with only a single listed MDC,
Attackers can only do ONE action per melee. follow the 50:20:20:10 rule. Divide the MDC into 50% main
c. Melee attacks require a 4 or better to HIT. body, 20% for each arm and leg, and 10% for the head. Feel
d. Ranged attacks require an 8 or better to HIT. free to adjust this ratio as needed.
3. Defender can respond with a defensive action • Targeting a specific subsystem or weapon system on a Robot,
a. Defender can choose to Dodge, Parry, Take Cover or Roll. Vehicle or Power Armor requires expert precision or advanced
Spend the appropriate APM. targeting systems to pull off effectively. Impose an additional
4. Roll Hit Location, determine Critical Wounds. penalty of -2 to strike if the player wants to target
a. Roll on the target’s Hit Location chart. subsystems on the Hit Location Chart.
b. If the hit is critical or the target is unarmored and has no
SDC remaining, roll on the Critical Wound chart for the hit MDC vs SDC Damage
location.
5. Resolve damage, apply status. • SDC now stands for Standard Damage Capacity.
a. Roll for damage or opt for average damage (average • Terrain and inanimate objects now have Standard Structure
damage must be agreed upon before the game begins by Points or Mega Structure Points (SSP or MSP). They are
all players and GM). analogous to MDC and SDC but are visually separated for
b. Subtract damage from any armor or cover applicable. clarification.
c. Apply any status effects determined from critical wounds, • MDC is now 10:1 instead of 100:1
spell or power effects or weapon abilities. • As written, SDC damage can harm MDC armor, structures and
creatures provided the total damage from a single attack
Action economy
exceeds the above ratio. Normally this would require 100 SDC
damage to deal a single MDC. Now 10 SDC can deal a single
• Attacks are now called APM or Actions Per Melee. MDC of damage.
• If a Player or NPC is out of APM, they can only perform • If an SDC attack deals at least 10 damage in a single strike, take
offensive or defensive actions that have no APM cost such the total damage and divide by 10 to a minimum of 1 MDC
as Automatic Dodge. If they have no free actions available, they damage.
pass their turn in the rotation.
• Conversely, MDC weapons ignore SDC armor and instantly
• Any player or NPC that is out of APM and is NOT in partial or destroy Standard Damage structures and unarmored SDC
total cover is defenseless. Do not allow that to happen to you. characters, NPCs, and creatures.
You can always take cover as a free action provided that
• When damage taken exceeds the MDC armor points in a
cover is available.
specific location, the excess damage is ignored and is treated
• Any action which takes more than 1 APM to complete can as a critical hit in that location. Roll on the Critical Hit Location
be interrupted, just like a mage can be interrupted while casting Chart for the affected Hit Location.
a complex spell.

1
For example: If a beam rifle deals 36 MDC to the arm of a character • The Hand to Hand Skills have been greatly modified and
wearing the T-41 Riot Suit, 20 of that MDC goes to the armor on that expanded. A new Hand to Hand: Boxing skill replaces the
arm, destroying it. The remainder of the damage is ignored and is Boxing Skill.
treated as a critical hit. A d100 Roll on the Critical Damage Chart for
the affected limb results in a 92. The character’s hand is lopped off Basic Attacks
at the wrist. He gains 3 Bleeding Status, suffers a Severed Hand Attack APM Damage
Injury, and has to make a Save vs Coma Test or gain an additional 1 L Punch* 1 1d6+1x PS bonus
Unconscious Status. M Punch 2 1d6+2x PS bonus
H Punch 3 1d6+3x PS bonus
Hand To Hand Combat L Kick* 1 1d8+1x PS bonus
M Kick 2 1d8+2x PS bonus
• Armor Rating is removed due to redundancy since most RIFTS H Kick 3 1d8+3x PS bonus
combat involves MDC damage and MDC armor. So for Grab 2 Causes Entangled
simplicities sake the roll to hit in hand to hand is just 4 or better Feint** 0 Causes Surprised
on a D20. Damage applies to any armor worn first then to the • Attacks with a * indicate that they are combo openers.
defenders SDC and finally to their HP. • Attacks with a ** indicate an attack that is both a combo opener
• With Mega Damage now 10:1, one MDC deals 10 SDC and a combo breaker.
damage. This means that unarmored characters wont be • If the attacker has a PS of 24 or greater, the damage dealt
instantly killed if they’re hit by an MDC attack making from melee attacks are MDC damage.
underpowered OCCs more viable.
Hand to Hand: Basic
• Any Mega Damage applied to an unarmored body part is
Level Advancement APM
considered a Critical Hit. After rolling on the Hit Location chart,
1 Start with 4 APM, +2 to strike and Roll with
apply the damage to their SDC. In the likely event that the total 4
Punch/Impact
damage exceeds their SDC pool and reduces it to zero, ignore
2 +2 to Parry and Dodge 4
the remainder of the damage on this turn and roll once on the 3 Driving Kick - H kick deals +2 damage 4
Critical Damage chart for every damage dice rolled. 4 Gain 1 APM 5
• For example: An unarmored character is hit in the chest with a 5 +1 to Strike, Haymaker – H Punch causes 1
Mega Damage punch for 2d4 damage, dealing 60 SDC 5
Fatigue
damage to their SDC pool reducing it to zero. They then roll 6 Critical Strike on 19-20 5
twice on the main body critical wounds chart with a 36 and 82 7 L and M attacks deal +2 damage 5
which results in a total of 6 Bleeding status. They’re now 8 Body flip – 2 APM, 1d6+2xPS bonus, 1
5
loosing 6 HP every round unless treated. Supine
• This new system will result in far more dynamic combat, 9 Gain 1 APM 6
retaining the brutality but seeming fair as it still leaves a sliver 10 +2 to strike and Roll with Punch/ Impact 6
of hope in survival instead of outright slaughter of the old 11 +1 to Parry and Dodge 6
system. 12 +1 to Strike 6
13 H attacks cause 1 Fatigue, H Punch deals 1
6
Dealing Damage Directly to HP Stunned.
14 All L and M attacks deal +2 damage 6
• Damage dealt directly to you HP is the most dangerous thing 15 Gain +1 APM 7
that can happen to a character because when your HP reaches
zero, you are dead.
• If a character has their SDC reduced to zero and they are Hand to Hand: Expert
Level Advancement APM
unarmored, Instead of rolling for damage, treat every
1 Start with 4 APM, +2 to Strike and Dodge 4
successful attack as dealing 1 damage to HP.
2 +2 to Parry and Dodge, M punch causes 1
• Note that an unarmored character that takes cover behind a 4
Fatigue.
structure is not considered unarmored unless the attack is a 3 +2 to Strike, combo on 10 or better 4
melee strike. 4 Gain 1 APM 5
• Every hit to HP is considered a critical hit and thus forces a roll 5 +1 to Strike, Flying Kick – H Kick causes 1
on the Critical Wounds Chart. 5
Fatigue and 1 Knockback
• If the damage dealt to HP is MDC damage, the situation 6 Critical Strike on 18-20 5
changes slightly. After the hit, roll your MDC damage. That 7 Backhand strike – L Punch causes 2 Fatigue 5
number is now the percentage chance of INSTANT DEATH to 8 Body flip – 2 APM, 1d6+2xPS bonus, 1
5
a maximum of 99%. The defender must make a Save vs Death Supine, 1 Knockback
in addition to incurring a roll on the Critical Damage Chart. 9 Gain 1 APM, +1 to Parry 6
10 L, M, H attacks deals +3 damage 6
Hand to Hand and Martial Arts 11 Joint Lock – H attack cause 1 Entangle. On
an unmodified roll of 18-20 they cause 1 6
• With the new APM system comes the need to adjust how Crushed
Martial Arts will work. Like ranged combat, if a player has 12 +2 to Parry and Dodge 6
access to an array of martial arts moves, he must declare them 13 H attacks are critical against flanked enemies 6
first then spend the APM cost of the attack. 14 Gain +1 APM 7
• Certain attacks will deal status effects when landed. 15 H attacks are Critical Damage 7

2
Hand to Hand: Commando Hand to Hand: Boxing
Level Advancement APM Level Advancement APM
1 Start with 4 APM, +2 to strike +2 Parry, 1 free 1 Start with 4 APM, +2 to strike with punches
4
WP Ancient Weapons only, Jab – 0 APM 1d4 damage combo 4
2 +3 to Parry and Dodge, M punch causes 1 1 opener
4
Fatigue. 2 +2 to Roll with Punch/Impact. +2 to Parry 4
3 +2 to Strike, Knife Hand – H Punch causes 1 3 +2 to strike, L Punch causes 1 Fatigue 4
Fatigue. On an unmodified 19-20 it also 4 4 One Two – L and M punches are combo
5
causes1 Bleeding. openers, +2 to damage. Gain 1 APM
4 Gain 1 APM 5 5 +2 to Roll with Punch/Impact +2 to Dodge 5
5 +1 to Strike, Driving Knee – M Kick is a 6 Liver Blow – M, H punch cause 2 Fatigue 5
5
combo opener, causes 1 Fatigue 7 Gain 1 APM, +2 to damage, H punch is a
6
6 Critical Strike on 18-20 5 combo opener
7 Gain one free WP Ancient Weapon, Eye 8 Gazelle Punch – H Punch causes 2 Fatigue.
6
Gouge – H Punch causes 1 Blinded, does 5 On a critical strike it also causes 1 Stunned
not stack. 9 Gain 1 APM. +2 to Roll with punch/impact, +2
7
8 Body flip – 2 APM, 1d6+2xPS bonus, 1 to parry
5
Supine, 1 Knockback 10 Counter Punch – after a successful Roll with
7
9 Gain 1 APM, +1 to Parry 6 punch/impact, you can use Jab.
10 Thunderclap – M punch causes 1 Deafened. 11 +2 to Roll with Impact/Punch, +2 Parry, +2
6 7
Does not stack. Dodge.
11 Lariat Kick– H kick is a combo opener, 12 Dempsey Roll – after rolling a successful
6
causes Entangle combo opener, all hand to hand attacks are 1 7
12 +2 to Parry and Dodge Gain +1 APM 7 APM for this round.
13 L attacks cause Surprised against flanked 13 Gain 1 APM 8
7
enemies 14 I didn’t hear no bell – Ignore the first
8
14 Gain +1 APM H attacks cause Knockback 8 Unconscious status taken.
15 Colombian necktie – H Punch forces a Save 15 Gain 1 APM, Smash Punch – 4 APM, deals
8 9
vs Death on Surprised or Stunned enemies 1MD regardless of PS

Hand to Hand: Assassin Dodge vs Parry


Level Advancement APM
1 Start with 3 APM, +3 to strike, H punch Both defensive actions can prevent damage from an incoming
3
causes 1 Fatigue, attack through an opposed roll, but why choose one over the other?
2 +3 to Dodge and Parry, H kick causes
3
knockback Dodge
3 +2 to Strike, M attacks cause Fatigue 1 3
4 Gain 1 APM 4 Dodging requires no specialized training to use, only that you are
5 +2 to Strike, Throat Punch – Aimed strikes to able to move. To perform a dodge, spend the APM and make an
4
the head cause 2 Fatigue opposed roll against the last successful hit directed at you, adding
6 Critical Strike on 17-20 4 any bonuses you have. On a successful Dodge, your character
7 Gain 1 APM, Fury of Blows – H Punch moves one square or inch to either the left, right or backward from
4
causes 1 Suppressed your opponent. Note that moving backwards takes you out of melee
8 Critical Strike on 16-20 4 range for a follow up attack unless you have an attack with reach,
9 Gain 1 APM, +1 to Parry 5 or you spend an APM to move.
10 Clean Break - H attacks cause Crushed on
5
critical hits • Auto Dodge - Cost 0 APM to use. Requires a PP of 16 or greater
11 Evading Strikes – L attacks ignore Entangle to use, and is determined by adding bonuses from your PP
5
status Bonus and any explicitly stated bonuses to Auto-Dodge.
12 +2 to Strike, Critical Strike on 15-20 5 • Standard Dodge - Cost 1 APM to use. Requires a PP of 9 or
13 Clean Kill – Freely choose on the To Hit greater to use and is determined by adding bonuses from your
5
Location Chart when attacking in melee PP Bonus, bonuses to Dodge gained from skills, and bonuses
14 Gain +1 APM 6 to Dodge inherent to O.C.C., Race, or acquired through other
15 L Punch forces a Save vs Coma or gain 1 Special Training.
6
Unconscious • Robot Combat Dodge - Is determined by adding bonuses from
the character's Standard Dodge to the bonuses provided by the
Robot Combat training (yes, they stack).

Parry

The Parry requires training to implement consistently and does not


move you away from your opponent. But in exchange, it costs no
APM to use and serves as a combo breaker, disrupting an
opponent’s combo attack.

3
• Auto Parry – Cost 0 APM to use. Requires a PP of 16 or • Line of Sight is required to target someone or something within
greater to use. After a successful auto parry, you can follow it range. If you didn’t see it and you don’t know it’s there then you
with a single Melee Strike, spending the appropriate APM. can’t attack it.
• Standard Parry – Cost 0 APM to use. Requires any Hand to • Some powers, abilities, cybernetic upgrades, targeting systems
Hand skill. Counts as a combo breaker. or equipment can provide LOS for the player without actually
• Parry Ranged Attacks – Characters with a PP of 24 or greater seeing the target visually. Defer to the GM on if your attack
can parry ranged attacks. Cost 0 APM to use. Requires any qualifies for this exception.
Hand to Hand skill. To parry an MDC ranged attack, they must Firing Modes
either posses MDC armor on their arms or hands or wield an
MDC melee weapon. Firing modes are determined by the weapon and come with an
Roll with Impact/ Roll with punch APM cost. All ranged weapons will have listed what modes of fire it
can perform. If a weapon has no listed firing mode then it can only
• Consider this a last ditch effort to avoid damage. Rolling with be fired as single, aimed, or wild.
an impact or punch doesn’t mean tumbling away from an
• Before declaring an attack, the player must select his mode of
attack but instead involves rolling your body in the direction of
fire first.
the oncoming force in an attempt to deflect some if not most of
• Each mode of fire deals specific damage as listed on the
the imparted force.
weapons description.
• To roll with impact or roll with punch, make an opposed roll to
• Some weapons are incapable of certain modes of fire. For
the last to hit directed at the character to take half the damage
example, a .308 hunting rifle can only be fired in single shot. If a
received. This costs 0 APM and is available to all characters
weapon has only one damage listed, unless specified in its
and NPCs.
description, it can only be fired in Single or Aimed modes
• Attacks with the Blast status or have a listed Blast Radius, can
• All weapons can be Aimed.
ONLY be rolled with to avoid incoming damage unless the
• Called Shot and Aimed Called Shots are removed due to
defender has the ability to move beyond the range of the attack
redundancy. It is replaced by Aimed.
in a single melee.
• Aimed combines called shot and aiming, granting a bonus to
Combos attack, and allowing you to target a specific area on the hit
location chart or a specific part of a vehicle, robot, or power
Combos can be performed by chaining certain attacks. A combo armor.
attack allows the attacker to immediately follow an attack with • Wild Shot still imposes a -6 to strike but now may be imposed
another attack in the same melee. That sound you just heard was on certain weapons such as unreliable or makeshift weapons or
the crowd of Juicers climaxing all at once. if the player or NPC has NO WP SKILLS listed. This rule
assumes the character or NPC in question has never fired a
• To pull off a combo you have to select an attack that qualifies weapon before and has no appreciable knowledge beyond
as an opener and roll an unmodified 8 or better on a d20 once. “point at enemy and squeeze trigger”.
If successful you can select a new melee attack and roll to hit • Burst fire only reduces your attack by -1 if you have the WP skill
as normal at +1 to strike. If that attack also qualifies as a for the weapon in use. -3 if you don’t have the skill.
combo opener, you can IMMEDIAIMMEDIATELY follow it with
another attack at +2 to strike. This continues with each hit Weapon Firing Mode Chart
gaining an additional +1 to strike until you miss, choose to end Mode APM Penalty or Bonus
the combo, select an attack that doesn’t combo or you run out Single 1 None
of APM. -1 to strike, -3 if untrained, does additional
Burst 2
• Combo Breakers are attacks that can interrupt an attacking damage
player in the middle of a combo. To break a combo you must: -2 to strike, does additional damage, adds
Full Auto 3
o Have APM to spend. the Suppression status.
o Have access to an attack that is listed as a combo breaker Penalty to strike based on location; can
OR an attack with 0 APM. Aimed 3 choose a specific hit location or object
within sight.
o Roll an opposed To Hit against the last rolled hit.
Wild 1 -6 to strike, adds the Suppression status.
• Once a combo is broken, the attacker ceases their melee and
the next in the initiative order can go.
• Shooting at a moving target no longer imposes a penalty as long
• Only ONE character can engage in a combo against a single
as you have ANY WP skill, as learning how to lead a moving
opponent.
target is a prerequisite in any ranged combat skill.
Aimed Melee Strikes • Shooting wild imposes a -6 to strike modifier.
• Wild Shot can be imposed on a player if they have the following
• Aimed melee strikes allow characters to target specific body conditions:
locations. o Completely untrained (has no WP listed)
o Under the influence of any substance (Fails a PE test to
• Aimed Melee Strikes are -6 to strike untrained and -3 trained in
any Hand to Hand style. drinking or drug use)
o Under the effects of Psychosis
• Critical hits on Aimed Melee Strikes cause an automatic roll on
o Has received a Critical Wound to either arm.
the Critical Damage Table for that body part.
o If the weapon being used specifies that it only fires wild
Ranged Combat (unstable, unreliable, makeshift)

4
• Laser targeting modifiers are not cumulative. All laser targeting • Advanced targeting systems, abilities, spells, or powers that can
systems provide a flat +1 to strike modifier. provide precise locations for targets IGNORE all cover for line
of sight purposes.
Taking Cover
Examples of Cover Chart
• Any player or NPC can take cover provided there are structures
Examples of Cover Type SP Effect
available to hide behind.
• Taking cover costs 0 APM and can be done in place of a Dodge. Lying Prone Partial None -5 to strike
No roll is necessary. Blocks LOS, Wild attacks
Smoke Total None only
• Targets taking cover no longer requires called shots to be hit as
the Called Shot have been removed. Instead, targets in cover Sheetrock Wall Partial 15 SSP -5 to strike
impose a penalty to hit on the attacker or may block line of sight Reinforced Blocks LOS, Wild attack
Total 20 MSP
making them ineligible to target. Plasteel Hull only
• Partial Cover imposes an additional -5 to strike on the attacker.
• Total Cover blocks line of sight. If a defender takes cover behind Electronic Warfare
an object that provides total coverage and the attacker has no
way to counter a loss of line of sight, that defender is no longer • To modernize the sci-fi elements of RIFTS, I am adding
eligible to be targeted by that attacker until LOS is reestablished. Electronic Warfare as a layer of defense in combat. Robots,
• Total cover can itself be targeted at +6 to strike. If the object that Power Armor, Vehicles and Bionic implants and Cyborgs will
is providing total cover has its SSP or MSP reduced to zero, then have an EW rating based on the available hardware they
it is destroyed, and the defender loses their cover. possess.
• Electronic Warfare (EW) represents the ability to use the
Structure Points electromagnetic spectrum—signals such as radio, infrared, or
radar—to sense, protect, and communicate. At the same time,
• Inanimate objects in game refer to anything that can be treated EW can disrupt, deny, and degrade the adversaries' ability to
as terrain or mundane objects. They can either possess use these signals.
Standard Structure Points (SSP) or Mega Structure Points • The EW rating is based on the quality and quantity of EW
(MSP) which are analogous to SDC or MDC. The distinction subsystems in your unit. To calculate your total EW, add up any
here is to separate mundane objects and terrain from bonuses to EW provided by your ACTIVE subsystems.
Characters, Robots, Power Armor, Weapons or Creatures.
• The total EW rating is used as a bonus to defend against
• Objects with MSP cover can provide protection from Mega
attempts to hack, acquire guidance for missiles or interfere with
Damage: Treat cover with Mega Structure Points like
your offensive EW. It can also be used as a bonus to strike with
additional MDC armor points. While under cover, These armor
missiles, or onboard weapon systems.
points are subtracted first before applying them to the Hit
Location Chart. • For example: If a UAR-1 Enforcer has ATIRCM, CMDS and
PAWSS installed in its EW suite, it has a total EW rating of 4.
• When a target is successfully attacked while taking cover behind
The UAR-1 can use this 4 EW as either a bonus to strike with
an object with MSP, roll on the Hit Location Chart first, apply the
its onboard weapons, including missiles, or as a +4 bonus to
damage received to the Mega Structure Points listed first, then
defend against incoming weapons fire, or as a +4 bonus to
apply any remaining damage to the armor on the target’s hit
defend from any attempts to hack its computer controlled
location.
systems.
• If your cover is reduced to 0 Mega Structure Points, it no longer
provides cover and is destroyed. Examples Of EW Include
• SDC attacks against SSP cover follow the same rules as MDC
attacks against MSP cover and act as additional SDC armor • Anti-Jam Electronic Protection Systems – Counters Signal
points. Jammers. Adds +1 to EW.
• SSP cover provides no protection from MDC damage and
• Anti-Radiation Missiles (ARM) – Provides +3 bonus to strike
can only block line of sight. Targets fired at by MDC weapons in
against active radar arrays and communication systems.
partial or total SSP cover take full damage if hit and loses that
cover after damage is resolved as the cover is considered
• Common Missile Warning Systems (CMWS) – Provides a +1
bonus to dodge against incoming missiles. Adds +1 to EW
destroyed. For example: Imagine taking cover behind a wooden
desk and being fired upon by a laser rifle. While the table does • Countermeasures Dispenser Systems (CMDS) – allows use
obstruct the attackers’ line of sight imparting a penalty to strike, of Chaff/Flares. Provides a +1 bonus to EW rating for vehicles
the laser rifle will punch through the wood table like hot knives and robots only.
through butter. o Chaff – Adds +6 to dodge vs Active and Semi Active
homing missiles.
Shooting Through Cover o Flare – Adds +6 to dodge vs IR passive homing
missiles.
• Any damage from a single attack that doubles the MSP or • Digital Electronic Warfare Systems (DEWS) – Adds a bonus
SSP of a target’s cover penetrates that cover, dealing the half to strike for allied weapon systems equal to your EW rating.
of the total damage to the target and destroys the cover. • Electronic Warfare Self-Protection (EWSP) Suites –
• There are certain items, abilities, spells, powers, or equipment Hardware and software for bionics and Cyborgs to defend
that can reveal a target’s general location beyond visual range against hacking. Adds a +2 bonus to EW for Cyborgs and
or without line of sight. In this instance, treat the total cover as Bionics only.
Partial Cover.
5
• Electromagnetic Shielding / Hardening – provides immunity targeting radar that "illuminates" the target. SARH missiles are
to EMP based attacks. Adds +1 to EW. by far the most common "all weather" guidance solution for anti-
• Emissions Control (EMCON) Systems – counters EW that aircraft systems, both ground- and air-launched. Requires
provide LOS through cover. Adds +3 to EW. constant LOS from the attacker to the defender. Most missiles
listed in RIFTS are considered SARH unless specified.
• Identification Friend or Foe (IFF) Systems – Standard in
most military hardware. Can emit a signal to identify yourself to • Infrared Passive Homing - Infrared homing is a passive system
friendly sensors. Adds +1 to EW. that homes in on the heat generated by the target commonly
known as “heat seeking”. Provides LOS to any target that emits
• Infrared (IR) Missile Warning System – Provides +1 to dodge
heat greater than its surroundings.
against IR seekers. Adds +1 EW.
• AI Guided – The missile houses an AI that can make critical
• Multi-Spectral Situational Awareness Sensors – Provides judgements on the fly many times faster than a human mind.
the attacker with the general location of enemy combatants Usually reserved for long range missiles, once launched they
within his weapons range. Converts total cover to partial cover can make their own decisions on how best to approach and
and adds +1 AMP used for attack only to allied units. attack a target or even loiter in an area for an unspecified
• Passive Active Warning Survivability Systems – grants a +2 amount of time until their target enters their range.
bonus to EW rating • Magical Energy Reactive Location and Navigation System
• Radar Warning Receiver (RWR) / Laser Warning Receiver (MERLiN)– Designed to target the specific energy signatures
(LWR) – Grants a +3 bonus to dodge vs Aimed attacks and +1 emitted from the use of magic as well as dimensional energy
EW rating. from powerful demons and D-Bees.
• Radio Frequency Countermeasures (RFCM) – Adds a +10
% bonus to Communication Skill Checks when countering Strike Bonuses
signal jamming.
• Resilience-in-Depth Cyber Systems – Provides a +4 to EW • PP modifiers apply to Strike, Parry, and Dodge in Hand to Hand
rating against hacking attempts. melee combat and ranged melee attacks (natural energy blasts,
thrown objects, & archery) only.
• Signal Jammer – provides an area of denial against specific
communications making all communication based skills Very • Strike modifiers from Hand to Hand combat skills, O.C.C.
Difficult (-20%). Adds +2 to EW. powers, and other sources do not apply to special moves such
as disarm, hold, etcetera.
Missiles • Special moves such as hold & disarm only receive modifiers
when specifically stated in their source.
• Players can dodge Missile Volleys beyond 4 at the cost of 2 APM
per dodge beyond 4. Perception Rules
• Missiles will now have Guidance systems and EW ratings added
to their stats. The Guidance system type is used to determine • Perception as defined is the ability to assess your surroundings
what countermeasures can be used to defeat them if any. EW and notice anything out of the ordinary.
rating is used to defend against incoming enemy EW • All characters, regardless of origin or type, have the Perception
interference. skill as a natural ability.
• When using miniatures and scale maps for combat, remember • Perception has a base skill rating of 25% plus IQ bonus, adding
to convert the listed speed rating and maximum range to grid or 3% per level for each additional level of experience beyond first
inches. level.
• The listed blast radius for missiles in RIFTS is woefully out of • Perception does not replace the Detect Concealment or
scale. To fix this use the following conversion chart. Detect Ambush skills, nor does it replace Read Sensory
Equipment or Optics Systems for use with technological sensors
Blast Radius Conversion Chart to perceive.
Type Blast Radius • Like Detect Ambush, Detect Concealment, and other skills,
Mini Missile none Perception is an opposed skill check.
Short Range 1 square or 1” (2.5cm) radius
Medium Range 4 square or 4” (10cm) radius
• As with all % skill checks, a natural roll of 96-00 is a critical fail
Long Range 9 square of 9” (23cm) radius and a natural roll of 01-05 is a critical success.
Strategic Warheads Max damage x 100m radius General Opposed Skill Table

Missile Guidance Systems Assign a skill level for use on NPC’s and roll against it:

• Wire Guided – reserved for surface-to-surface missiles, these • 20%+: Amateur: A barely skilled individual; generic rent-a-cops,
missiles are hard wired to their launcher and can be directly bored merc sentries, a farmer trying to be sneaky, a young city
steered towards their target either by hand or via a computer. rat trying to hustle the CS patrol.
They are very short range compared to other missile systems • 40%+: Skilled: A young skilled sneak, a low leveled merc on
but are almost impossible to counter as they ignore the enemy’s watch, or a wilderness scout hiding a vehicle.
EW rating when striking. • 65%+: Professional: The grizzled sergeant who's slumming it
• Active Radar Homing – This missile uses an onboard radar on guard duty, the newest pride and joy of the Thieves' Guild, or
system to provide a guidance signal. Commonly known as ‘fire one of the famed snipers of the C.S. patrols in Old Chicago
and forget’. setting up his blind.
• Semi Active Radar Homing - Semi-active homing systems
combine a passive radar receiver on the missile with a separate
6
• 85%+: Augmented: This NPC either has a technological, due to Fatigue, your character MUST rest until all Fatigue
Magical, or Psionic advantage to their perception and is almost statuses are removed.
impossible to evade without a specific counter. • Knock back – certain Melee attacks can cause knock back,
forcing the defender to be pushed back away from the attacker
Status Effects with force. After resolving damage, the defender is moved away
from the attacker 10ft for each damage dice rolled. If the
• Weapons, Magic, Powers, and Psionics can cause Status defender ends their movement into a solid object, they take an
Effects on characters, objects, or enemies. These status effects additional 1d6 damage dice (SDC or MDC depending on the
have lasting effects in and out of combat. damage taken) for each stack of Knock Back. The defender
must make a successful PP check or gain the Supine status. If
Status Effect List:
the defender has the Acrobatics skill, they automatically pass
but are still knocked back. Knock back is negated against
• Ablaze – You are on fire. Any damage that causes this status
characters or creatures 2 sizes larger than the attacker OR if
deals 1d6 damage of the same type taken (MD or SD) for each
they have a PS of 24 or greater.
Ablaze status gained per round until this status is resolved. Any
• Poisoned – You have been poisoned, either from an attack or
SDC items caught in an MDC based Ablaze are immediately
environmental exposure. Each poison has unique effects that
destroyed. SDC characters caught Ablaze by MDC fire die
activate immediately. Generic poison for faster gameplay
instantly. SDC fire does not cause the Ablaze status to MDC
causes the following: -10% to all skill checks for each Poisoned
objects, armor, or characters.
status gained. Each round, roll a PE test or lose 1 HP for each
• Blast - When rolling on the hit location table, roll an additional
Poisoned status gained.
time for each stack of Blast. Divide the damage equally among
• Radiation – Being irradiated is one of the most potentially lethal
the hit locations. Critical hits cause critical wounds to each hit
status effects in the game. Each stack of Radiation has the
location.
following effects:
• Bleeding – You are Bleeding badly. Lose 1 HP for each Bleeding
o Radiation 1 – Minor exposure equal to 0.7-10 Gy (70-1000
status gained at the end of every round or every minute.
rads) – Survival is likely with treatment. 1d6 Permanent
Bleeding can be resolved with a First Aid Skill check.
damage to HP even if treated. Gain the Sepsis and
• Blinded – Skill checks involving sight are impossible until this
Fatigued status until treated. Subtract 3D6 YEARS from
status is resolved. -6 to melee, - and all shots are WILD -6, You your lifespan.
cannot draw line of sight, -6 to Dodge. Lasts one round for each o Radiation 2 – Moderate exposure equal to 10 -20 Gy
stack of Blind. Each stack of Blinded has a 10% chance of (1000-2000 rads) – Survival is unlikely. 3d6 Permanent
permanent vision loss. damage to HP even if treated. Gain Bleeding 1 and Sepsis
• Broken – You are panicked beyond the ability to cope. On your 1. Gain a Permanent Fatigue 1 status even if treated.
turn, you can only take defensive actions and must make o Radiation 3 – Major exposure equal to 30-50 Gy (3000-
attempts to move away from the source of your panic. All Mental 5000 rads) Death will occur in 3 days. 4d6 Permanent
tests are -6 and you are unable to concentrate to cast magic until damage to HP even if treated. Gain Bleeding 1 and Sepsis
this status is resolved. 2. After 3 days the character dies unless they receive a full
• Crushed – One or more parts of your body have been crushed. Borg conversion.
When Crushed is applied to a character or NPC, roll on the hit o Radiation 4 – Extreme exposure equal to >50 Gy (5000+
location chart. Limbs with the Crushed status cannot be used. rads) Death occurs within minutes. There is no save and no
Any weapons held in that limb are dropped immediately. time to receive a conversion. Start writing up a new
Crushed legs reduce your speed to 0 and adds the Supine character.
status. Crushed main body represents Flail Chest (3 or more o Any unshielded character that comes in contact with a
successive ribs are broken), making breathing difficult causing character with the Radiation status gains the Radiation
1d6 damage directly to HP and a 10% chance of internal status to 1 level lower than the source to a minimum of 1.
bleeding (Bleeding status) for each stack of Crushed. If the head o Exposure can occur from weapons, powers, or objects with
is crushed, you have a 10% chance of gaining the Blinded and the Radiation status.
Deafened status in addition to 1d6 damage directly to HP for o Players wearing MDC body armor that covers the entire
each stack of Crushed. Armor (both Powered and Non- body are immune to the Radiation status effect.
Powered) on the affected body part is crushed onto the body o Players inside Robots or Vehicles that are hardened to NBC
part, making it difficult to remove (10% penalty to related armor standards are also immune to Radiation.
skill to remove). o Hazmat suits, while SDC also provides immunity to
• Deafened – Checks involving listening are impossible until this Radiation.
status is resolved. -6 to melee attacks. Lasts one round for each o Even when protecting the character and granting them
stack of Deafened. Each stack of Deafened has a 10% chance immunity, any Armor, Vehicle, Robot or Suit that is exposed
of permanent hearing loss. to Radiation still gains the Radiation status and can pass
• Entangled – Part or all of you is trapped, restricting your that onto unshielded victims until they undergo full
movement. Your Speed is 0 until this status is resolved. Any limb decontamination.
that is entangled in melee cannot make an attack from that limb. • Sepsis – Sepsis occurs when an infection spreads through the
Spellcasting that requires hand gestures cannot be cast if one body via the bloodstream. Causes 1d6 damage to HP for each
or both limbs are entangled. stack of Sepsis every hour untreated. Gain the Fatigued 2 status
• Fatigued – You are exhausted or stressed and in need of rest. if sepsis goes untreated for a day. If untreated for more than 3
Lose 1 APM for every 1 Fatigued status gained. Suffer -10% on days, gain the Unconscious status but DO NOT activate any
all skills for every 1 Fatigue status. If your APM is reduced to 0 powers or abilities that trigger due to unconsciousness. 5 days
of sepsis without treatment is potentially lethal and requires a
7
PE save vs death. Treatment of Sepsis requires a successful • Status effects can be stacked if the same status is gained from
Medical Doctor Skill check. two or more different attacks or environment in the same round.
• Severed – Some weapons like vibro blades and the Cyber • For example: If a player is successfully attacked by a creature
Knights energy sword cut so cleanly that they often remove body that has 1 Poisoned status attack, at the end of melee that player
parts. After rolling on the hit location chart, any weapon with the gains 1 Poisoned status. If he ends his turn in an environment
Severed status that strikes an unarmored body part instantly that ALSO grants 1 Poisoned status, then he gains 2 Poisoned
cuts that body part off. In addition to any damage received, the status.
victim gains the Bleeding Status equal to the number of damage • Status stacking from the same status can only be gained up
dice rolled to a maximum of 5. Severed arms are dropped along to 5 times. Any additional stacking statuses are ignored.
with any items or weapons they were holding. Reduce your APM
by half if you survive. Severed Legs reduce your Speed to 0 and Weapon Type Status Effects:
gain the Supine status. Severed head is instant death BUT the
victim can get a full Borg conversion if the head is recovered and • Ballistic – Includes all SDC and MDC projectile firing weapons
prepped for transplant with a successful Medical Cybernetics except rail guns. Causes Bleeding on any damage taken
skill check. Any unarmored limb hit with Mega Damage gains the directly to HP. Shotguns and other spread fire weapons cause
Severed status instantly. If that damage ALSO causes Ablaze, it Blast.
negates the Bleeding status caused by Severed as the wound • Laser – Laser (directed energy) based weapons. Pulse Laser
is considered cauterized. (laser weapons with a Burst fire option) causes Blinded if the
• Stunned – You may have a concussion. Reduce your APM to 0. target is hit in the head. Sustained Laser (Full Auto fire option)
-20% to all skill checks. Attackers gain +3 to strike against you. causes Ablaze to flammable objects including unarmored MDC
Stunned lasts for 1 round per stack. Once the Stunned status is creatures or characters.
resolved, Gain 1 Fatigue status and roll a PE check or become • Plasma – Plasma ejectors cause Ablaze to everything,
nauseated. including inflammable objects. Ablaze status from plasma
• Supine – You are flat on your back, but not by choice. You must weapons cannot be removed and instead will burn for a number
spend 2 APM to stand up and remove this status. If you have of rounds equal to the status stack.
acrobatics, you can instead roll an acrobatics skill check to • Explosive – Missiles, grenades, and explosives cause the
stand up for 0 APM. Your speed is 0 when in a supine position. Blast status. Some explosives can also cause Ablaze,
Melee attacks against you gain +6 to strike. If your character has Bleeding, Blinded, Deafened, Supine, and/or Radiation
no Hand to Hand skills, you can only take defensive actions statuses as well.
while supine. Supine status counts as being Prone for ranged o High Explosive – Blast
attacks (partial cover, -5 to strike for attackers). Supine DOES o Fragmentation – Blast, Bleeding
NOT STACK. o Plasma/Napalm – Blast, Ablaze
• Suppression – The fury of the attack targeting you forces you o Nuclear – Blast, Ablaze, Radiation, Blinded if looked at
to take cover and remain there until it is finished. Attacks that directly
trigger the Suppression status reduce your APM by half on the o Smoke – Blast, Blinded
next round. If you suffer more than one Suppression status in o Flashbang – Blast, Blinded, Deafened
the same melee, on your next turn, reduce your APM by half and o Tear gas – Blast, Blinded, Poisoned
you are forced to make defensive actions only. • Rail gun- Rail guns, while technically ballistic weapons have
• Surprised – You’ve been caught off guard. You cannot take a special status effects that can happen to both the intended target
defensive action against attacks that apply the Surprised status. and anyone within melee range when they are fired. Each shot
This includes auto dodge as auto dodge does not grant a causes a Sonic Boom and causes Deafened to anyone within
reflexive dodge but instead only has a 0 APM cost. Surprised melee range but not to the intended target (unless it is also
status DOES NOT STACK. Once an attack that grants the within melee range). Causes Blast to the intended target.
Surprised status resolves, remove the Surprised status. • Poisoned – Certain weapons can be poisoned such as bladed
• Unconscious – You are knocked out, asleep or otherwise or piercing archaic weapons. Roll an appropriate skill to apply
incapacitated. You can do nothing during your turn and are the poison to your weapon to grant it the Poisoned Status. The
unaware of your surroundings. Attackers targeting you cannot stack is dependent on the type of poison used.
miss. Unconscious DOES NOT STACK. You can negate an • Vibro – Vibro blades of every shape and size can do significant
unconscious status with a successful Save vs Coma. Note: damage to both armor and flesh and cause the Sever status.
certain powers or abilities will trigger ONLY if you have the • Other special weapons can have statuses added to them at the
Unconscious status. In this instance, if you have an ability that GM’s discretion.
activates due to unconsciousness, ignore the above effects, and
instead follow the power or ability’s listed effect. Psionics and Ley Lines

Status Stacking: • Range and duration of psionic powers is doubled when on or


near a Ley Line or Nexus point.
• Attacks that grant a status effect are listed as # status. The • Psychics can draw on 1D6+level number (of player) I.S.P. each
number of the status is how many stacks are gained when hit, melee round when on a ley line (2D6+level if on a ley line nexus);
and is equal to the number of dice rolled for damage. I.S.P. must be used during that same melee.
• For example, a C29 ‘Hellfire’ plasma rifle deals 1d6x10 MD and • Psionic attacks that do physical damage receive a +1D6
causes the Ablaze 1 status. The Glitter boy railgun deals 3d6x10 damage bonus when on a ley line; +2D6 damage bonus if on a
MD and causes anyone in melee range of it to gain 3 Deafened ley line nexus
status.

8
Critical Damage Tables
Critical Damage - Arms
Critical Damage - Head The attack leaves behind a nasty scar. The exact
The attack leaves behind a nasty scar. The exact 01-10 narrative severity is left to the GM’s discretion, but it
01-10 narrative severity is left to the GM’s discretion, but it has no mechanical effect beyond the wound itself.
has no mechanical effect beyond the wound itself. The attack jars the target’s limb with a powerful blow.
11-21
The strike opens the target’s cheek, sending blood Drop whatever was held in that hand.
11-21
flying everywhere. Gain 1 Bleeding Status. The attack cuts the upper arm badly. Gain 1 Bleeding
22-32
The force of the blow sends the target reeling in pain. Status.
22-32
The target loses half their APM on their next Turn. The attack punches deep into the muscle of the arm,
33-43
The hit causes the target’s sight to blur and their head causing excruciating pain. Gain 1 Stunned Status.
33-43
to spin. The target gains 2 Fatigue. The attack smashes into the arm or whatever the
The force of the blow briefly fills the target’s head with target is holding, ripping it away and leaving them
44-54 a terrible ringing noise. Gain 1 Deafened Status until 44-54 reeling in pain. Gain 2 Bleeding Status and 1 Stunned
the end of your next Turn. Status and drop anything held in that hand. Roll 1d10:
A resounding thump echoes through the target’s skull, on a result of 6+, the item is destroyed.
the pain plunging them into darkness for several The target’s arm is wrenched from its socket. Gain 2
55-65 55-65 Stunned Status. The arm is Useless until the target
seconds of horrendous agony. Gain 1 Blinded Status
until the end of your next Turn. receives medical attention.
With a crunch, the blow slams into the target’s temple, The attack pulverizes the target’s hand, crushing and
66-77 causing them to reel backward as searing spots of 66-77 breaking 1d5 fingers. Drop anything held in that hand.
light fill their vision. Gain a Stunned 1 status. Suffer the Broken Bone (Hand) injury.
The target staggers and fights for concentration as the The hand is left a mauled, bleeding mess. Gain 3
attack smashes into the bridge of their nose, 78-88 Bleeding Status. Make a Save vs Coma Test or gain 1
78-88 shattering the cartilage and shaking their skull. Gain 2 Unconscious Status.
Bleeding status and 3 Fatigue status. Make a save vs The hand is lopped off at the wrist. Gain 3 Bleeding
Coma or gain 1 Unconscious Status. 89-99 Status. Make a Save vs Coma Test or gain 1
The blow rips violently across the target’s face, Unconscious Status. Suffer the Severed Hand Injury.
possibly taking with it an important feature. Gain 3 The force of the attack rips into the target’s arm, taking
Bleeding status. Make save vs Coma or gain 1 it off just below the shoulder and showering blood and
Unconscious status, and roll 1d10: 1-2: You lose your -00 gore across the ground. Gain 4 Bleeding Status and 2
sight. Permanent Blinded status, 3-7: Your face is torn Stunned Status. Make a Save vs Coma Test or gain 1
89-99
to shreds. Permanently reduce your PB by 2d6, 8-9: Unconscious Status. Suffer the Severed Arm Injury.
Your eardrums are blown out completely. Gain a
permanent deafened. 10: The blow to the head
caused a permanent brain injury, reduce your IQ, ME, Critical Damage Legs
and MA by 1d6 The attack leaves behind a nasty scar. The exact
The attack bursts the target’s skull like an overripe 01-10 narrative severity is left to the GM’s discretion, but it
fruit, spraying blood, brains, and bits of bone onto has no mechanical effect beyond the wound itself.
-00 anyone within 1d10 yards as their now-headless body The stroke leaves a bloody welt that mercifully misses
11-21
staggers for a moment before collapsing, instantly a major artery. Gain 1 Bleeding Status.
dead. A grazing blow to the leg slows the target. Lose half of
22-32
your APM for the next round.
The attack knocks the leg backwards, painfully twisting
33-43
it awkwardly. Gain 1 Supine status.
A powerful blow causes microfractures in the target’s
44-54 bones, inflicting excruciating pain. Gain 1 Stunned
Status.
The attack rips a length of flesh from the leg. Gain 2
55-65
Bleeding Status.
The attack smashes into the target’s leg, leaving them
66-77 reeling in pain. Gain 2 Bleeding Status, and 1 Stunned
Status.
With a violent snap, the target’s bones are shattered,
emerging as jagged, broken spears from the
78-88 pulverized limb as the target collapses under the brutal
strike. Gain the Crushed Status permanently until you
receive medical attention.
A major tendon at the back of your leg is severed,
causing you to scream out in pain as your leg
89-99 collapses, never to be the same. Gain 2 Bleeding
Status and the Crushed Status. Permanently reduce
your PP by 1d6.
With a sound like a wet sponge being torn in half, the
target’s leg comes away at the hip. Gain 4 Bleeding
-00
Status and the Unconscious Status. Make a Save vs
death or die from shock. Suffer the Severed Leg injury.

9
Critical Damage – Main Body Magic and Psionics
The attack leaves behind a nasty scar. The exact
01-10 narrative severity is left to the GM’s discretion, but it Gaining new Spells and Psi Powers
has no mechanical effect beyond the wound itself.
The attack lacerates the target’s side, cutting just Since players can technically attempt to cast any spell available to
11-21 beneath their ribs and drawing a spurt of blood. Gain 1 their OCC at the start of play, the question becomes how we
Bleeding Status. regulate the acquisition of new spells. Gaining new spells now
A blow to the target’s body steals the breath from his requires 50 xp to memorize. This is not restricted by spell level or
22-32
lungs. Gain 1 Fatigued.
perceived spell power. Following the advice from RIFTS Book of
A powerful blow opens a painful rent in the target’s
33-43 Magic, spell restriction should be based on the GM discretion and
body. Gain 2 Bleeding Status.
incorporated into gameplay or story elements.
The impact punches the air from the target’s body.
44-54
Gain 1 Crushed status. Spells can be purchased, discovered, invented, or taught in any
The blow batters the target, bruising several ribs. Gain number of ways. The only true limit is the amount of PPE the spell
55-65
1 Stunned Status and 1 Fatigued Status
costs to cast. Allow players access to as many spells as they want
The attack bowls the target over, snapping several of
and let the PPE cost speak for itself.
66-77 his ribs in the process. Gain the Prone Status and 2
Stunned Status. How Psionics Work Without Levels
The force of the attack passes through muscles and
78-88 organs with a terrible squelch and a wailing shriek.
Psionic Level is a new stat to help track how powerful of a Psychic
Gain 4 Bleeding Status.
your character has become. Each time you advance your ISP pool,
The attack cuts open the target’s abdomen,
threatening to expose his entrails. Gain 3 Bleeding you gain 1 Psionic Level. Adjust the efficacy of your psionic powers
89-99 as necessary.
Status and 1 Fatigued Status. Permanently reduce the
target’s PE by 1d6
The target’s spine is pulverized by the blow, leaving
their two halves attached by what seems comically
little flesh. Gain 3 Crushed and the Unconscious
-00
Status. Make a Save vs Death Test or die from shock.
Reduce your speed to 0 and your PS by 2d6
permanently.

10
OPTIONAL EXPERIMENTAL Average Range Conversion Chart

RULES
Distance in Meters Infantry Scale Large Scale
0-100 1 1
101-300 4 1
Movement 301-600 8 2
601-900 12 3
• To convert the Spd attribute to grid or inches of movement for 901-1200 16 4
1/48 (28mm) to 1/72 (25mm) scale combat, use the movement 1201-1600 22 5
chart below. 1601-1800 25 6
• For large scale combat involving mass infantry, giant robots, or 1801-2100 29 7
large creatures, it is suggested that you use 1/285(10mm) to 2101-2400 33 8
1/365(6mm) scale miniatures. 2401-2600 36 9
2601-2900 40 10
Movement Conversion Chart
>2901 42 10
Spd Infantry scale Large scale
0-3 1
4-8 2 1 Large Scale Combat
9-15 4
16-20 6 ▪ Large scale combat involves combat with mass units, large
21-24 8 4 vehicles, robots, and large creatures as RIFTS has all of these
25-30 12 in great numbers.
31-40 16 ▪ Large scale maps are considered 1/285 (10mm) to 1/365
41-60 20 8 (6mm) in scale to accommodate the wide range of miniatures
61-90 32 and terrain available at that scale.
91-120 48 ▪ A single square can fit a single large scale robot, vehicle, or
121-220 60 12 creature.
>221 72 ▪ A single square can also fit an entire squad of infantry (up to
eight NPCs).
• The listed movement speed is considered running or Combat ▪ Power armor occupies a single square.
Speed. Walking speed is half that number and sprinting is half ▪ Some vehicles, robots and creatures are so large that they can
that number plus the listed number. For example, a Spd of 10 occupy multiple squares. Any vehicle robot or creature larger
is a combat speed of 4, a walk of 2 and a sprint of 6. than 12m tall occupies 2 to 4 squares.
• Sprinting for longer than one round requires a PE test for each ▪ This abstract represents not just the actual size of the
round before needing to rest. Failing this test does allow the occupant in the square, but also the amount of volume they
player to keep sprinting but imposes a Fatigue 1 status every need to move and fight comfortably.
round they continue until they stop. Once they stop, reduce
your APM by half for one round. Size to Scale Conversion
Height Square volume
Range < 12 m tall 1 square
12.5 m -18 m tall 1 square
• To convert the listed range of infantry scale weapons to grid or 19 m – 25 m tall 4 squares (2x2 squares)
inches for 1/48 (28mm) to 1/72 (25mm) scale combat, the 26 m – 40 m tall 9 squares (3x3 squares)
conversion formula is the range of the weapon in meters
divided by 72 to a minimum of 1 rounded down. Size to Scale Conversion
• For large scale combat involving mass infantry, giant robots, or Length Squares in length
giant monsters, 1/285(10mm) to 1/365(6mm) scale, divide by 12 m - 40 long 1 square
285 to a minimum of 1 rounded down. 41 m -90 m long 2 square
• Use the below Average Range Conversion Chart for a quick 100 m – 300 m long 3 squares
reference. This chart works for both squares and inches. > 301 m long 4 squares

Infantry

Infantry at large scale combat has to be abstracted to keep


gameplay speed and complexity from becoming impossible to
track. The following rules are used when fighting at large scale.
These rules don’t effect power armor, robots or vehicles or large
creatures.

• A squad of infantry shares a single attribute stat block for


simplicity’s sake and fights as a single enemy.
• The HP of a squad of infantry is equal to double the starting
number of infantry (normally 8 men or 16 HP).
11
• The squad shares a single MDC equal to the average MDC • Attributes don’t advance with XP. They can only be altered
times half their starting number of infantry. For example, a through cybernetics, bionics, or magic.
squad of CS grunts • At the end of each session, players tally their XP total and can
• A squad of infantry carries a single type of weapon and can freely spend it on skills or HP.
equip one special weapon per squad. They can make a normal • Each skill can only be advanced 2 times per session.
attack at 2 APM or a special attack at 4 APM. • Hand to Hand skills can only be advanced once per session.
• Multiply the damage from the normal attack by the number of • Only one new skill can be added per session.
infantry present during the attack. The special attack does not
• HP can only be advanced 1 per session.
multiply.
• The APM of a single squad of infantry is equal to the number of Advanced Training and Education
infantry present at the start of a round. For example, a squad
of 8 CS grunts has 8 APM. After they lose 2 men, their next • Players can decide between sessions to select a skill Hand to
APM is 6. Hand skill or weapon proficiency to focus on during their
• Fighting at this scale makes using the Hit Location chart characters downtime. Doing this halves the cost in XP to
impractical so you can skip that step when dealing damage. advance that skill on the next session.
• Instead count any critical hits as a casualty. Recalculate the • Players can also receive formal education during downtime per
combined APM as casualties mount. the GM’s discretion. That player can choose one of their OCC
• When a single squad is reduced to half strength, it has to pass skills or OCC related skills to advance that skill once at no cost
a save vs horror every turn to prevent them from retreating to XP.
from combat. Advanced Mecha Rules
• A squad of infantry is killed when either the total HP is reduced
to zero or their total number is reduced to half, and they fail a Building a Custom Giant Robot
horror save.
Giant Robot Components
Player Characters at Large Scale
• Head
• Up to eight player characters not piloting a robot, vehicle or
• Core Body
power armor can share a single square like infantry.
• Arms
• Characters in power armor, or piloting Robots or Vehicles
• Legs
occupy a single square.
• Handheld Weapons
• Vehicles that can carry multiple characters occupy a single
• Back Mounted Weapons
square and their occupants count as stacking on that single
• Shoulder Mounted Weapons
square provided they are not themselves wearing power armor
• Leg Mounted Weapons
or piloting a vehicle or robot.
• Powerplant
• Sensors and EW
Removing Levels From The Game And Alternative XP System • Techno Wizard Parts
• Psionic Parts
The existing XP and level system in RIFTS is archaic and best left • Manufacturers
in the past. Character advancement should instead be based on
improving skills, acquiring status, wealth, and better equipment.

No Levels? No Problem.

Converting XP to Skill percentage

Skills XP cost Advancement

OCC Skills 50 3%
OCC Related Skills 100 3%
Secondary Skills 150 5%
Adding a new skill 500 Base skill %
Adding new WP skill 1000 1 level
Advancing a H2H
500 1 level
skill rank
HP 500 1d6 HP
Gain magical energy Per OCC
1000
(PPE) advancement
Gain Psionic energy Per OCC
1000
(ISP) advancement

12

You might also like