Steel Rain (a Rifts adventure) (Inactive)

Game Master DEWN MOU'TAIN

Battle map

combat cheat sheet


1 to 50 of 85 << first < prev | 1 | 2 | next > last >>

"I will always strive to write better" , 25 years gaming, 20 yrs DM

just a foot holder


hey hey, Rizz, thanks for the opportunity to play. A couple of weeks back I was looking at a friends game and there was a 'soul knife' in it and I was trying to figure out how to work a psychic blade of some sort into a game.

When I first saw this I read about it and thought it was really cool, but wasn't sure I wanted to learn a new system. Eventually I saw the cyber-knight and thought I would ask.

anyway, thanks again.

So as for Navarre, I figure first preference will be sword or psychic blade, then pistols, then the rifle for ranged and hunting.

I still need to purchase rounds and speed loaders for the pistol.

And I'm curious how the canister energy shell on the JA-11 Juicer Assassin's Energy Rifle. Is there a power-cord I can purchase to plug into the electric hovercraft?

A question about the 'e-clips' are they interchangeable between pistols and rifles?


M Human Rogue Scientist 1

Dotting in. I need to get my stats into this alias. This is SuperTumbler's Rogue Scientist.


M Human Rogue Scientist 1

My stats are in this alias.

Reilly is a something like a wandering tinker. He is not at all useful in a fight, but knows many things that are lost. He is able to fix simple and complex machines, manage water systems.

He needs a tough friend to hang out with to keep him safe.


well it looks like we may have a couple more of those coming as well :)


"I will always strive to write better" , 25 years gaming, 20 yrs DM
Navarre "Two-Fingers" wrote:

.

And I'm curious how the canister energy shell on the JA-11 Juicer Assassin's Energy Rifle. Is there a power-cord I can purchase to plug into the electric hovercraft?

A question about the 'e-clips' are they interchangeable between pistols and rifles?

hmmmmmm.....good question. according to the book, the JA-11 juicer rifle has both an E-canister built into the firearm, and an available port for an external eclip to mount. The weapon uses the Eclip first, and then taps into the builtin as a backup (Pg 225). So yeah, i can see a port being available on the rifle for recharging the rifle.

as for interchangeability of eclips between rifles and pistols, no. i will say that there is a one size fits all for the catagory of weapons, so pistol size, rifle size, heavy weapons platform, bionics, etc. If you buy a pistol with an eclip in it, said pistol eclip will work for other pistols.


Cool, thank you.

So the cyber-knight inventory lists three extra e-clips. I will make two for the pistol and one for the rifle. Also I assume the pistol has a full load of grenades but no extra unless I buy them.

I didn't find ammo for firearms for sale, I will look again, but I need to know the price on .357 and 7.62. Also need the price on a couple of speed loaders for the revolver.


M Human Mystic 1st Level | HP: 12 | SDC: 21 | MDC: 60 | ISP: 48 | PPE: 21

Just remembered, gotta roll up a Horse Stat too...

4d6 ⇒ (6, 2, 5, 6) = 19. 19 PPE

6d6 ⇒ (6, 6, 5, 6, 4, 4) = 31+10. 41 Hp

His finalized equipment list comes out to:

Spoiler:

Money: 35 credits left [3000 credits initially]
Black Market Items: 0 credits left [4000 credits initially]

Standard Equipment: [Note: Highly likely that many of his possessions would be under a Mystic Alarm or a Concealment spell, if not both]

===Provided for free===

Set of clothing
Set of traveling clothes
The Bushman Full Composite Environmental Body Armor [Light M.D.C. Body armor; 17 lbs., -10% Prowl, Good mobility]
Knapsack
Back pack
2 Small sacks
1 Large sack
6 Wooden stakes and Mallet (for vampires and other practical applications)
Canteen
Binoculars
Tinted sunglasses
Air filter and Gas mask
1 Musical instrument [Hangdrum]
Hooded cloak
Survival knife
Horse [named "Palladium"]— 19 P.P.E./ 41 Hit Points
Several extra clips of ammunition for both .45 and L-20.
.45 Automatic [Automatic pistol; Cartridge: .45 ACP., Feed: 7 round magazine, Weight: Just over 2 lbs., Effective Range: 135ft, Damage: 4D6 sdc per round]
L-20 Pulse Rifle [Energy rifle Weight: 7 lbs (3 kg), Mega-Damage: 2D6 M.D. single shot, or 6D6 multiple pulse burst (three simultaneous shots), Rate of Fire: Standard, Maximum Effective Range: 1600 feet (488 m), Payload: 40 shots short E-Clip or 50 shots long E- Clip]

===Purchased===

Slap gloves [+2 to dmg.]: 30 credits
Typical PDD blank disc [has two hour recording time]: 10 credits
Short-staff [used as a walking-stick, 4-6ft long, 3 lbs, 1-6 SDC, 1-handed]: 75 credits
Battleaxe [Weight 4.61bs, Damage 2-12 SDC, 1-handed]: 150 credits
Standard First-Aid kit: 100 credits
Protein healing salve: 100 credits
Pocket Scrambler: 300 credits
PDD Pocket Digital Disc Audio Player and Recorder: 1200 credits
Pocket Laser Distancer: 1000 credits

=2965 total credits spent [35 left]

===Purchased [Black-Market]===

Pre-rift Comic/Graphic Novel [Dr. Strange]: 200 credits
Pre-rift Paperback Book [The Hobbit]: 300 credits

1 Pre-rift Hardbound fiction [FRPG Gamebook/player-gm?]: 700 credits
1 Pre-rift Hardbound fiction [another FRPG Gamebook/monsters-adventures?]: 1000 credits

Pre-rift Singing Bowl [4" Singing Bowl (12 oz); made of precious metals: Copper alloy]: 240 credits
Pre-rift Old Coin [USA]: 100 credits

1 Forbidden Book [Erin Tarn's HUMANKIND'S RISE FROM CHAOS]: 300 credits
1 Forbidden Book [Erin Tarn's Traversing Our Modern World]: 700 credits

1 Underground Book [magic handbook from a magical group? religious tract? p0rn?]: 30 credits

1 Techno-Wizard Medium-size heavy-duty battery [for field radios, optical systems, etc.; Duration of Charge: two months; To Recharge: All you need is to cast a Globe of DayLight into the energy cell]: 200 credits
1 Techno-Wizard Small battery cell [for things like flashlights, transistor radios, calculators, computers, etc.; Duration of Charge: six months]: 20 credits

Pre-rift Trinkets [Crown-Royal Bag full of various Polyhedral Dice]: 27 credits
Pre-rift Trinket ["Himalayan" Salt-Lamp]: 25 credits
Pre-rift Trinkets [various Candles inside of containers]: 37 credits
Pre-rift Trinkets [various Incense and assorted Matches]: 37 credits
Pre-rift Trinket [GM screen for a FRPG Gamebook]: 24 credits
Pre-rift Trinket [Wooden mallet Striker for the Singing Bowl]: 30 credits
Pre-rift Trinket [a small Silk Cushion for the Singing Bowl]: 30 credits

=4000 total credits spent


1 person marked this as a favorite.

Rizz, any Idea what part of the country were starting in? I just saw Buckmund is rolling a horse. Should we all have horses or does it matter?


M Human Mystic 1st Level | HP: 12 | SDC: 21 | MDC: 60 | ISP: 48 | PPE: 21
Navarre "Two-Fingers" wrote:
Rizz, any Idea what part of the country were starting in? I just saw Buckmund is rolling a horse. Should we all have horses or does it matter?

Navarre, if I recall correctly, we all would be in the Colorado/Denver area, I think. Figured that I'd get started rolling up the horse stats just in case (because that's really all Buckmund is trained to "pilot" with)... but we'd have to see in-game if it'll matter or not. :)

PS. Edit:

Buckmund, "L" Finster wrote:


His finalized equipment list comes out to:
** spoiler omitted **...

For those of you curious about what a Hangdrum and a Singing Bowl sounds (and looks) like.


1 person marked this as a favorite.

Thanks Buckmund...(I went back to see what I missed)

RIZZENMAGNUS wrote:
As for setting, starting location, i was thinking about starting the adventure in the ruins of Denver, Colorado. I'll write more towards this tomorrow, about what's going on in Denver, what life is like in the immediate area, and what events are precipitating your adventure.

Duh, I need to pay better attention.

Cool, yeah, we can just figure it out there, I didn't want Navarre to be the only one on a hovercraft, not if it isn't fairly common.


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM
Buckmund, "L" Finster wrote:


PS. Edit:

Buckmund, "L" Finster wrote:


His finalized equipment list comes out to:
** spoiler omitted **...

wait wait wait.... are you making your mystic mage into an rpg gamer? You got the dice (in a crown royal bag), fantasy rpg books, the DM screen...are we going to be breaking the 8th wall with some gaming within a game?


"I will always strive to write better" , 25 years gaming, 20 yrs DM

as for transportation...the majority of this adventure will not need it. the first part, yes.

im waiting for misterlurch to respond and post here before we start with the combat test run, so we may all learn how the combat works, how things play off each other, and so on.

i also send a message to JoshB who's making a juicer. hopefully he gets back to me and finishes his juicer so we can have a good group.


Rizz will you be following your 'players go first in initiative in order of posts' rule?

It seems like that will help with speed of game, especially if I understand these rules right.


"I will always strive to write better" , 25 years gaming, 20 yrs DM
Navarre "Two-Fingers" wrote:

Rizz will you be following your 'players go first in initiative in order of posts' rule?

It seems like that will help with speed of game, especially if I understand these rules right.

Yes. That is the plan.


Male I am a meat Popsicle

Sorry .. I am filling out the profile for Trace. I will get a post up today.


Male Human Military Specialist

Reporting for duty.

Character profile needs some formatting.
I am going to change out the Nightvision psychic power for something else.


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM

Trace
Navarre
Buckmund
Reilly

ok. i posted a link at the top of the page titled "battle map". that is where all the map layouts will be located. I just took the icons of your avatars and pasted them. Due to the scale of this upcoming test combat, scale is a bit hanky.

for the An'arouch, that big beef cattle, never mind the woman, i included for my reference and yours, a diagram of where the armor zones are located for the an'arouch. i will write up a better description about the an'arouch tonight/tomorrow and we can get started with combat testing.

green: 50mdc
purple: 15
Yellow: 50
red 20
grey 30
orange: 3 MDC


Cool, will re-read the combat stuff


M Human Mystic 1st Level | HP: 12 | SDC: 21 | MDC: 60 | ISP: 48 | PPE: 21
RIZZENMAGNUS wrote:
Buckmund, "L" Finster wrote:


PS. Edit:
Buckmund, "L" Finster wrote:


His finalized equipment list comes out to:
** spoiler omitted **...
wait wait wait.... are you making your mystic mage into an rpg gamer? You got the dice (in a crown royal bag), fantasy rpg books, the DM screen...are we going to be breaking the 8th wall with some gaming within a game?

Heh, glad you noticed that, Rizzenmagus; figured it would be a cute little, humorous touch for Buckmund. :)

As for breaking that 8th wall, I don't mind if it comes up during the game but with his 30% literacy rate... just imagine the kinda "creative-interpretation" silliness that can come up during play; heck, within Buckmund's personal context, all of the armors that he knows about in his Rift-based reality are practically environmentally-sealed so if something like poison gas (let's say, as an example) ever came up during play- armored folks come out just fine; the unarmored ones... maybe not so much. ;P

Now that being said, I am aware that different folks have their own tolerances in terms of what they would find humorous in any game they're in, so I've no problem at all changing the game-books into something else- most likely one of them can easily be switched out for a Gas-gun and various ammo, etc.; just let me know via posting or private messaging (offer open to all my fellow players and GM). :)


M Human Mystic 1st Level | HP: 12 | SDC: 21 | MDC: 60 | ISP: 48 | PPE: 21
RIZZENMAGNUS wrote:


for the An'arouch, that big beef cattle, never mind the woman, i included for my reference and yours, a diagram of where the armor zones are located for the an'arouch. i will write up a better description about the an'arouch tonight/tomorrow and we can get started with combat testing.

green: 50mdc
purple: 15
Yellow: 50
red 20
grey 30
orange: 3 MDC

Heh, looks like shooting them from behind seems to be ideal; presumably the locals would have informed our group about where to shoot the An'arouch?


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM

Found a combat cheat sheet that pretty much spells out everything...


Male Human Military Specialist

Access Denied


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM

ok. so let's start a practice combat encounter, to work out any kinks.

in my previous post i linked to a rifts combat cheat sheet that was provided to me from Rifts/reddit. I made a copy for myself to my google drive, and shared it out. there is another link at the top of the page under the combat map link as well.

So, the basics of combat, from what i understand, are as follows.

a round lasts 15 seconds.

You are allowed a certain number of actions per round based of the number of attacks you have available to you. your class imparts a certain number, and then skills also impart bonus attacks, for example boxing imparts an extra attack action.

i remember reading somewhere that there are a certain number of non-combat actions, or non-attacks, you can perform, but i am failing to find that reference. i need to look that up.

stop. better idea.

credit to this webpage guys name is David Alan Martin

total plagarism for some bloke in the UK who wrote up the below which does an awesome job in laying out the steps for combat.:

Combat is best resolved in a structured way. I use a slightly different approach to the normal rules. The normal rules say that the first character with initiative attacks, and after parry and damage has been resolved, the defender then gets to attack their attacker, before moving on to the next intiative character and so on. I use the initative determines all system. This means the defender can defend in response to an attack, but can only attack back when it is their intiative order to do so. This means multiple initative winners could strike at the same defender before they have a chance to return any attack. It also means the defender under this situation would have to split attacks against their multiple attackers and may not have any attacks as they have used their melee actions to defend or roll with impact. Defenders always get a chance to parry, dodge, and roll with impact (if available to them) when under attack, as long as they have melee actions still available.

STEPS OF COMBAT:

Initiative
1st initiative attacks
Defender parries or dodges
Any damage is applied
Defender rolls with impact
2nd initiative strikes (follow steps 3-5 for that character). Repeat steps 2-5 for all other intiatives in initiative order
New Round (if needed) Determine new Initiative and go to 1.
1. INITIATIVE
Any time opponents square off against each other, Initiative must be determined.

Initiative = Highest Roll on 1D20 + Initiative bonuses
Successful Sneak attack or Long-Range attack wins Initiative over any other form of attack. If more than one Sneak attack or Long-Range attack then these should roll Initiative between them to determine who of them goes first.

Initiative is rolled per melee Round (15 seconds). Ties are rolled between them to determine who goes first.

Characters that may be performing actions that do not attack, should still have an initiative order to determine when their actions may be interacted with by other attackers (example: a character moving behind cover (using Prowl) may be intercepted by a later attacker as they pass between two hiding places (especially if they fail their Prowl).

2. 1ST INITIATIVE STRIKES
The character with the highest intiative result goes first, and thus attacks first, if that is their intention.

NOTE: Knockout/Stun, or Death Blow attacks must be declared before rolling to strike!

Strike = Roll 1D20 + To Strike Bonuses
Strike rolls of 4 or less (counting bonuses) mean a miss.
Strike rolls of 5 or more mean a hit. Defender can now parry, dodge (or entangle if applicable) to avoid the attack.
Strike must be above any Armour A.R. to hit the character or else if between 5 and the A.R. the armour alone is hit and takes S.D.C. damage.
Strikes against M.D.C. armour damages the armour, and only when the armour is destroyed does the character take damage (although certain attacking impacts can alter this).
Strikes of a natural 20 are Critical Hits (double damage) and can only be avoided with a natural 20 parry or dodge (or entangle if applicable).
Strikes that damage with impact may have their damage reduced by half if a successful Roll With Impact is made.

3. DEFEND
The defender against an attack may choose to Parry (a free melee action if trained) or Dodge (using an available melee action) or Entangle (using an available melee action). Bullets and energy weapons can not normally be parried.
Defend = Roll 1D20 +Bonuses
Defending rolls (Parry and Dodge) must be better or equal to the attackers To Strike roll, Entangle must be better than the attackers To Strike roll; defenders always win ties against their attackers.

Defenders can only defend if they can see the attack coming. Attacks from behind can normally not be Parried, Dodged or Entangled.

Parry
Dodge
Entangle

4. DAMAGE
If the Strike was successful but the defence was not, the attack hits and does damage.

Human physical attacks inflict their normal damage (i.e. Punch = 1D4 S.D.C./Hit Points) Plus any damage bonuses from a high P.S. and/or Hand-To-Hand Combat and Physical skills (such as Boxing).

If it is a hand-held weapon (knife, club, chair, etc.) the attack inflicts the weapon damage Plus damage bonuses from Hand-to-Hand Combat skills and any high P.S. attribute bonuses. All are cumulative.

The same process applies to Mega-Damage level strength (P.S.) and M.D.weapons. If the attacker has ordinary strength, punches and kicks do no damage to M.D.C. structures (armour or such). A M.D. weapon will be needed, in which case no bonuses from P.S. apply.

Augmented and robot P.S. may inflict M.D. with their punches and kicks. See P.S..

5. DEFENDER ROLL WITH IMPACT
The defender can attempt to roll with the impact if the attack is a physical impact from things like a punch, kick, club, mace, hammer, staff, thrown rock, fall, explosion, or similar. In order to successfully Roll With Impact the defender must equal or better theattacker's roll to strike. Roll With Impact uses 1 melee/attack action.
Roll With Impact = Roll 1D20 +Bonuses
Successfully rolling with impact means the character takes half damage.
Successfully rolling with a Knockout Punch means the character takes double damage, but is NOT knocked out or stunned.
Successfully rolling with a Death Blow results in the loss of half of all remaining S.D.C., or Hit Points (if S.D.C. is less than 12, or M.D.C. if the creature is a Mega-Damage being or wearing M.D.C. armour)
Failing to Roll With Impact means the character has used up a melee/attack action and still takes full damage from the strike.
6. NEXT INITIATIVE STRIKES
The next highest Initiative then follows the same sequence of rolls (stages 1-5).

7. ONCE ALL HAVE ACTED - NEW ROUND INITIATIVE
The new round requires a new initiative roll and steps 1-6 followed once again. This continues until one set of combatants is triumphant over the other (one side are all slain, surrender, captured, or flee), or combat ends for another reason (an intervening event or person, or such).

If one combatant has more attacks per melee than others, the combat follows the steps above until the one with the greater number of attacks per melee has the advantage. At that point the one who is out of attacks can only try to Parry. They may opt to Dodge, but each Dodge will take away one of their attacks from the next melee round, leaving them in an even worse situation until soon, all they may be able to do is run and Dodge.

so the above in the spoiler is a great layout of how to perform combat in rifts....except for one thing.

The break down of the initiative rolls and subsequent action.

in the rulebook it says to roll init, peform first melee, defender responds with their defense and then can attack, then next in init order attacks with defender defense and then attack, and so on.

But here in PbP land, the rulebook way is going to bog down the game play. The guy, David, has the right idea....kind of. He writes of a set initiative and players order of action, just like pathfinder.

From personal experience, rolling up initiative and waiting for players to respond drags combat down to slow days, and, in my opinion, kills the PbP game because it's taking forever for players to respond in combat.
For me, what i do is i just chuck the initiative rules out the door for PbP.

the way it works is simple.
Rounds start at 1200 CST, Players will have 24 hours to post their actions. who ever posts first goes first. Whoever posts second, is second, and so on. This means that players do not need to wait for others to post before they post.

For example, You guys are going up against a SAMAS, who's raining hot lead at the speed of Mach 8 upon you. at 1200 CST, Buckmund hurls a spell, Navarre uses his rifle to fire a shot, and Trace tosses a smoke grenade to provide cover for everyone.
Next day, I make my posting about the SAMAS flying around shooting, and then its a new start of combat. Trace is the first to the boards, so he is able to post his action, shooting his pistol at the SAMAS. Navarre Leaps from his hiding spot and rushes to an interception point using the smoke as cover, and Buckmund attempts to wrench the rail gun from the SAMAS with his mind tricks.

This is a freeform combat posting that allows people to post whenever they can get to the board without feeling that they will miss the action. And this prevents players from having to wait for a player to act before acting themselves. however, if two or more players are going to coordinate an action, say grab the SAMAS so the other can then plant a fusion bomb on the back, that still requires the proper posting order.

Now, the other big thing in rifts is the number of attacks a player gets per round, and how the actions of dodge, parry, roll with the impact, affects the number of attacks a player gets per round. Say you get 4 attacks per round, you get attacked and perform a dodge, which costs 1 attack action, leaving you with 3 attack actions before you can do anything.
This also can slow things down within a pbp, waiting for actions and reactions to be declared and so on.

So, lets keep things simple.
Post your total attack rolls,
post your dodge, roll with impact, parry rolls.

example:
Trace has 3 attack actions per round.
he would do this

attack 1, pistol shot: 1d20 + 3 ⇒ (17) + 3 = 20
attack 2, pistol shot: 1d20 + 3 ⇒ (7) + 3 = 10
attack 3, pistol shot: 1d20 + 3 ⇒ (11) + 3 = 14

dodge: 1d20 + 3 ⇒ (1) + 3 = 4
roll with impact: 1d20 ⇒ 13
parry: 1d20 + 6 ⇒ (5) + 6 = 11

If i get shot at once, use my first dodge roll. if twice, i'll roll with the imact. If i get into hand to hand, my parry roll comes into play.

or

i'll dodge the first two hits but say screw it if i get hit a third time and take the hit.

He'd make his attack rolls, and include his avoidance rolls. Hes then informing me of his attacks, his avoidance, and as such, as i make my rolls, i can simply post, from the vein of my SAMAS:
FIrst attack is a hit, second is negated due to the need for the dodge. My third attack misses, so you dont need your third avoidance roll, which means your third attack carries through.

i figure we can playtest this idea out to see how it works and handles within a pbp setting. I want this to be fun for all of us. I know it'll take some work, but in the end i think thisll be awesome!


"I will always strive to write better" , 25 years gaming, 20 yrs DM
Trace Jenkins wrote:
Access Denied

try now


M Human Rogue Scientist 1

What is the base number of attacks per round? I haven't taken any skills that would increase my number of attacks, but I don't see anything that tells me what I should have.


1 person marked this as a favorite.
M Human Rogue Scientist 1

I hope it doesn't spark offense to say that I find it hard to believe how badly written this game is. I played through various games in the 80s and 90s, including Rifts in its early run. I moved to 3.0 and 3.5 and Pathfinder. I've played Gurps and Heroes from various editions. I've run Mutants and Masterminds and Savage Worlds. I teach reading and literature for a living.

I love the ideas behind this game, but man is it ridiculously written. The mix of flavor and opinion and rules text is so much worse than even 1st or 2nd edition D&D. It is almost impossible to understand the basic concepts of the game. I tip my hat to the friend who ran the Rifts games I played in the 90s, because they were awesome, and clearly he was making up lots of things as he went along.


M Human Rogue Scientist 1
Reilly Tanaka wrote:
What is the base number of attacks per round? I haven't taken any skills that would increase my number of attacks, but I don't see anything that tells me what I should have.

I think the answer to this is 3. I can't find anything in the rules to support this, but that is what several messages on messageboards suggest.


Reilly Tanaka wrote:
Reilly Tanaka wrote:
What is the base number of attacks per round? I haven't taken any skills that would increase my number of attacks, but I don't see anything that tells me what I should have.
I think the answer to this is 3. I can't find anything in the rules to support this, but that is what several messages on messageboards suggest.
Yes base Attacks per Melee are at three. And with each round being fifteen seconds, it's seems like three rounds in PF/D&D.
RIZZENMAGNUS wrote:

So, lets keep things simple.

Post your total attack rolls,
post your dodge, roll with impact, parry rolls.

My concern with this, the reactions would be different based on the type of attack or damage done by the attacker and where we were at in the scenario in relationship to damage done to our armor. so we would need to have an idea of what we were fighting and what kind of threat they posed.

So, questions:
My question is about damage to M.D.C. armor. If I understand this right M.D.C. armor cannot be effected by SDC damage, is that correct?

Also, If Navarre isn't wearing his 'heavy armor' so only his 'cyber-armor' was in effect, any attack over 16 would hit.

Rifts pre-final pdf wrote:
Note: A true knight will never use a psi-sword against a foe who is unarmed or not equipped with an equivalent weapon, or who is not a supernatural creature or dragon.

I'm assuming 'equivalent weapon' means weapons that do M.D.C. damage, not a psi-sword.

OK, for the 'test combat' are we doing that here in discussion or in the game thread? Happy to try out a 'combat scenario' if you want to set a couple up. But I get the feeling most combat will be blasting away, until our armor starts getting low on Points.

Which brings up another question. once were out of combat, if our armor takes damage I assume it stays that way until we get it repaired. So at the beginning of a fight our armor can take 70 points of damage, but in the fight takes 38 MDC damage, At the beginging of the next fight (without repairs) our armor can take 32 points of damage.


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM
Reilly Tanaka wrote:
Reilly Tanaka wrote:
What is the base number of attacks per round? I haven't taken any skills that would increase my number of attacks, but I don't see anything that tells me what I should have.
I think the answer to this is 3. I can't find anything in the rules to support this, but that is what several messages on messageboards suggest.

actually, it's 1, +2.

i have the rifts games master's guide book. And there is a detailed section on hand to hand combat, with emphasis on the different types.

for no hand to hand combat skill
Person gets 1 attack, but can perform 2non-combat actions.

this is the only rule that i am referencing right now from a book beyond the main Rifts RPG book because the Rifts RPG doesnt have a section concerning no hand to hand combat


RIZZENMAGNUS wrote:

i have the rifts games master's guide book. And there is a detailed section on hand to hand combat, with emphasis on the different types.

for no hand to hand combat skill
Person gets 1 attack, but can perform 2non-combat actions.

this is the only rule that i am referencing right now from a book beyond the main Rifts RPG book because the Rifts RPG doesnt have a section concerning no hand to hand combat

Man I totally misread the manual then.

So if we start at one, and Navarre gets +2 martial arts and + 1 boxing is he at 4?


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM
Navarre "Two-Fingers" wrote:
RIZZENMAGNUS wrote:

So, lets keep things simple.

Post your total attack rolls,
post your dodge, roll with impact, parry rolls.
My concern with this, the reactions would be different based on the type of attack or damage done by the attacker and where we were at in the scenario in relationship to damage done to our armor. so we would need to have an idea of what we were fighting and what kind of threat they posed.

hmmmm...good point.

how about this, we roll a single dodge roll. that becomes the pseudo AC target that determines hit or miss.

so, itd be like

Navarre
dodge: 1d20 + 4 ⇒ (5) + 4 = 9
attack 1: 1d20 + 6 ⇒ (11) + 6 = 17
attack 2: 1d20 + 6 ⇒ (18) + 6 = 24
attack 3: 1d20 + 3 ⇒ (10) + 3 = 13

DMNPC
dodge: 1d20 + 6 ⇒ (3) + 6 = 9
attack 1: 1d20 + 4 ⇒ (4) + 4 = 8
attack 2: 1d20 + 4 ⇒ (15) + 4 = 19
attack 3: 1d20 + 4 ⇒ (2) + 4 = 6

according to my example,
Navarre makes his post, his dodge roll and his attack rolls.
I, DMPNPC, make my dodge roll to exceed his attack rolls. I rolled a 9, so all of his attacks hit me. My NPC shoots back, and since only one actually hits, the other two miss navarre.

then Navarre (and other pcs) can respond, and use my dodge roll as the basis for attacks and roll accordingly. meet and exceed the dodge roll, they hit.

i think the parry ability though needs to be incorporated into this. i think if we apply it as costing an attack, you could easily post that in your combat action.

taking the example from the above, Since all of Navarres attacks actually exceed my dodge, i could say
i sacrifice one of my attacks to attempt to parry
and then make a roll of parry: 1d20 + 2 ⇒ (2) + 2 = 4
since i rolled really badly to attempt to parry the blow, i lost the attack and still took damage, but at least i made the attempt.

Quote:


So, questions:
My question is about damage to M.D.C. armor. If I understand this right M.D.C. armor cannot be effected by SDC damage, is that correct?

correct. unless the SDC weapon does over 100SDC damage in a single blow. 100SDC=1mdc

Quote:


Also, If Navarre isn't wearing his 'heavy armor' so only his 'cyber-armor' was in effect, any attack over 16 would hit.

no. the AR value is what dictates if an attack does SDC damage to your body, or if the attack exceeds the AR value it instead does hit point damage. Remember, you have lower hit points than SDC, so if you take even one or two hits that affect Hit points, youre going to be knocking at deaths door.

Rifts pre-final pdf wrote:
Note: A true knight will never use a psi-sword against a foe who is unarmed or not equipped with an equivalent weapon, or who is not a supernatural creature or dragon.

I'm assuming 'equivalent weapon' means weapons that do M.D.C. damage, not a psi-sword.

correct. mdc based weapon, not just a psi-sword. so you can use your psi-sword against a person wielding a rail gun, but not against a donkey with a nasty bite.

Quote:


OK, for the 'test combat' are we doing that here in discussion or in the game thread? Happy to try out a 'combat scenario' if you want to set a couple up. But I get the feeling most combat will be blasting away, until our armor starts getting low on Points.

Which brings up another question. once were out of combat, if our armor takes damage I assume it stays that way until we get it repaired. So at the beginning of a fight our armor can take 70 points of damage, but in the fight takes 38 MDC damage, At the beginging of...

yes, the test combat will happen in discussion.

and yes, your MDC armor does get used up.


1 person marked this as a favorite.
RIZZENMAGNUS wrote:
Navarre "Two-Fingers" wrote:
Also, If Navarre isn't wearing his 'heavy armor' so only his 'cyber-armor' was in effect, any attack over 16 would hit.
no. the AR value is what dictates if an attack does SDC damage to your body, or if the attack exceeds the AR value it instead does hit point damage. Remember, you have lower hit points than SDC, so if you take even one or two hits that affect Hit points, youre going to be knocking at deaths door.

I'm so confused :

So on the handy breakdown of how combat works in rifts sheet, it says:
2. Attacker Strikes
• Hand to Hand: Roll of 5 or more but less than A.R. does damage to armor

The handbook says:
When a character is hurt, the damage is first subtracted from his or her S.D.C. points. S.D.C. damage is painful, but not deadly. It's like a movie where John Wayne gets shot, punches it out with three desperadoes, and when its all over, dusts himself off and says "Ah shucks mam, it's only a scratch." S.D.C. in action. It is only after ALL S.D.C. has been depleted that damage is subtracted from hit points. Hit point damage is serious, and potentially life threatening.

So I assumed that if a strike roll is higher than the AR, the damage hits the person instead of the armor. Then that damage is subtracted from the SDC first, then once the SDC is removed It effects the HP.


"I will always strive to write better" , 25 years gaming, 20 yrs DM
Navarre "Two-Fingers" wrote:

I'm so confused .

Yeah....me too. Hmmmmm

I'll reread and see where my disconnect is and get back to ya.


M Human Mystic 1st Level | HP: 12 | SDC: 21 | MDC: 60 | ISP: 48 | PPE: 21

Hmm, I'm wondering if the ranged attack stuff (our Guns and ranged powers/spells) gets handled differently than the melee attack stuff. That's my uneducated guess since there's no "aiming" action for melee compared to Guns that I'm aware of.

RIZZENMAGNUS wrote:


credit to this webpage guys name is David Alan Martin

Wow, there's alotta of stuff in there; the skill listing has stuff that's not even in the book- things like creative writing, mythology, juggling, and fencing. ;p


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM
Buckmund, "L" Finster wrote:

Hmm, I'm wondering if the ranged attack stuff (our Guns and ranged powers/spells) gets handled differently than the melee attack stuff. That's my uneducated guess since there's no "aiming" action for melee compared to Guns that I'm aware of.

RIZZENMAGNUS wrote:


credit to this webpage guys name is David Alan Martin
Wow, there's alotta of stuff in there; the skill listing has stuff that's not even in the book- things like creative writing, mythology, juggling, and fencing. ;p

oh yeah, whoever this guy is is a serious fan of Rifts. This is like the d20PFSRD website for rifts/palladium.


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM
Navarre "Two-Fingers" wrote:


So I assumed that if a strike roll is higher than the AR, the damage hits the person instead of the armor. Then that damage is subtracted from the SDC first, then once the SDC is removed It effects the HP.

did some rereading, and youre correct. its like this:

MD damage comes off of MDC armor. there is no AR value to MDC armor.

SDC armor has an AR value.

If you, in making a melee attack with SDC weapons, do not meet the AR value, damage is incurred upon the armor.
If you, meet or exceed the AR value, the damage is applied to the character, consuming the body SDC.
If the character runs out of SDC, then any damage is then applied to the Hit Points.


1 person marked this as a favorite.

Very cool, ok now give us some bad guys to test our new system on :)


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM

groovy. let's give this a try.

looking at the Rifts combat map link, i set up a sheet where the party is set to the eastern edge of the map. top of the map is north. I included a scale in the image so that we have a sense of scale.

now, this first test is to work through ranged combat. so, we will have movement and shooting with ranged weapons.

The icons on the map of the deebee an'arouchs indicate where the creatures are, same with your avatars on the page.

we will say that the creatures are moving south, just grazing on the grasses of the fields as they move.

You guys are hunting the an'arouchs.

So, this would be the start of combat. you guys are located on the edge of the field, downwind of the an'arouchs, and are taking cover in thick brush over a ditch.

there are three an'arouchs. the closest one is approx 500 feet away, the second is 1000 feet away, and the 3rd is ~4000ft away.

since the an'arouch are content, i will not be rolling a dodge roll for them. So this first round they will not dodge.


1 person marked this as a favorite.

Flipping the bipod down on his old Juicer Energy Rifle, Navarre, drops down to his belly, under the brush, sighting with the built-in laser targeting system, Flipping the switch to maximum damage for the laser, he lines up his shot. Centering the the crosshairs of his scope on the neck of the nearest an'arouch, 'Aim small miss small.' He exhales slowly and squeezes the trigger, letting he rifle recoil, he shoots again, then a third time.

+ 3 Aimed shot/called shot: Neck , Laser Targeting Bonus: + 1 on an aimed shot.
shot: 1d20 + 4 ⇒ (15) + 4 = 19 for damage: 4d6 ⇒ (5, 3, 4, 2) = 14
shot: 1d20 + 4 ⇒ (16) + 4 = 20 for damage: 4d6 ⇒ (3, 4, 6, 2) = 15
shot: 1d20 + 4 ⇒ (7) + 4 = 11 for damage: 4d6 ⇒ (1, 6, 4, 5) = 16

so it looks like the first two would hit the neck and the third would hit, but someplace else?


M Human Mystic 1st Level | HP: 12 | SDC: 21 | MDC: 60 | ISP: 48 | PPE: 21

Merry X-Mas, everyone. :)

"L" Finster Buckmund, deciding that a burst of fire is better off at putting down an auroch [providing it hits], lets off with one two bursts.

1d20 + 1 ⇒ (11) + 1 = 12.

1d20 + 1 ⇒ (6) + 1 = 7.

It might be just one burst instead; in that case, probably take the first roll...

If it hits...

6d6 ⇒ (5, 6, 6, 2, 6, 3) = 28.


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM

edelsmage is still working on his dragon, waiting to hear from reilly and trace. i know this is a bad week for gaming, as people are doing holiday things, so im going to give it a few days...

although buckmund and navarre have it correct with their attacks.


1 person marked this as a favorite.

Still curious how movement would happen in the rounds, what if before he fires in the next round he wants to move further down the ravine so he isn't 'rabbiting.' How far could he walk instead of one of the attacks?


1 person marked this as a favorite.
M Human Rogue Scientist 1

I'm around. I'll try to get a post up with my rifle. Spending my days as tech support for the family's Christmas gifts the last couple of days.


1 person marked this as a favorite.
M Human Rogue Scientist 1

So am I right that aiming is an action and calling a shot is an action, and taking a shot is an action. +1 from the laser rifle, +2 from aiming. I think I have no bonuses to the attack otherwise.

Rifle attack: 1d20 + 3 ⇒ (8) + 3 = 11

That is a total miss.


1 person marked this as a favorite.
Male Human Military Specialist

Sorry for being a ghost lately. This is not showing up in my games yet. I am gonna dot the gameplay page so it does.

I am pretty sure that the way you are discussing handling the pre-rolled dodge roll is not going to result in correct play.

The juicer has a feature called auto-dodge because they can freely dodge any and all attacks they are aware of. Most people can only attempt to dodge a single attack. I may be mistaken, so I will reach out to my Rifts guru to get a clarification.


1 person marked this as a favorite.
Male Human Military Specialist

Or rather, I would dot the gameplay page, but it will not let me.


1 person marked this as a favorite.
M Human Mystic 1st Level | HP: 12 | SDC: 21 | MDC: 60 | ISP: 48 | PPE: 21
Trace Jenkins wrote:
Or rather, I would dot the gameplay page, but it will not let me.

You could do what I do- just hafta favorite a post, any post in the particular topic section. For instance, favoriting something on both the recruitment and discussion section allows you to see both topics as they "grow"- but not the gameplay section 'cuz nothing got "favorited" there. ;)


M Human Mystic 1st Level | HP: 12 | SDC: 21 | MDC: 60 | ISP: 48 | PPE: 21
Navarre "Two-Fingers" wrote:

Still curious how movement would happen in the rounds, what if before he fires in the next round he wants to move further down the ravine so he isn't 'rabbiting.' How far could he walk instead of one of the attacks?

Although the Rifts book doesn't really say anything about moving in combat (that I'm aware of, anyways), the Speed Stat is supposed to be how far you can run in a minute and since each Melee/Combat round is supposed to be 15 seconds a round, it might not be all that far-fetched to have it where you could "move" at your Speed running total divided by four. It might not have too much impact since Rifts doesn't really use a battlemap like 3.5/PF/4e/PF2e but if you really wanted to get all granular with it, mebbe it further gets divided down further based on the combat actions taken? Otherwise, I figured it might get "handwaved" away usually.


1 person marked this as a favorite.
"I will always strive to write better" , 25 years gaming, 20 yrs DM

hey everyone. apologies for the long delay since last week. Ended up having a couple of planned xmas parties get delayed to last week, and then a couple of impromptu family get togethers cuz hey, we were in the neighborhood that turned into another dinner party.

@Trace: i thought the auto-dodge only applied to one attack? hmm, ill have to reread that.

as for movement, in the combat cheat sheet, first page, upper left corner, there is a handy section about movement. It says your speed x20 for 1 full minute of movement. and you take your SPD x5 for a combat round/15 seconds.

so...more combat learning fun.

Navarre: he did an aimed shot, which uses one attack, imparts the +3. However, the way it's described in the main rifts book, it is only you, the shooter, aiming at the target, not specifically hitting a certain target. the rifts game masters guide has a section about called shots, but we arent looking at that for right now. so his three shots hit the beast,
note to self: look into applying called shot from RGMG

Navarre shooting does 45MDC.

Buckmund lets off a burst of fire from his weapon,
he rolls a total of 12.He used the function burst so anything 5 and greater is considered a hit. Since the an'arouch is moving slowly, its considered to be standing still, and it isnt actively dodging, so there is no dodge to consider. so it's a hit.

Buckmund does a total of 28MDC to the an'arouch.

Reilly, technically hits the An'arouch. anything above a 5 hits. so he would still need to roll damage.

however he rolls, needless to say that the An'arouch is killed from the plethora of MDC damage that destroyed it's MDC armor.

1 to 50 of 85 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / To bring the steel rain (a Rifts adventure) Discussion All Messageboards

Want to post a reply? Sign in.