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As many of you may have guessed, the combat section has
been the most worrisome and most problematic. I have elected to divide
the combat section into three areas, a personal combat part, a modern combat
part and a robot combat part. First off though are some ground rules regarding
all combat forms.
In the main book it is stated on page 37:
"All player characters automatically start off with
two attacks/actions per 15 second melee. Additional attacks are gained
through HTH skills and boxing."
This part is wrong. Forget all about it. The quote above
is based on the character not having any previous combat experience. Why
should a character have more actions that f. ex. a seasoned veteran that
has fought more enemies than the character has ever met?
Of course the answer is that the player character is supposed
to be special, not normal. The character is special. He/she starts out
with more equipment than most people get through their entire life. They
have more education and most probably better survival prospective than
most people. So why give them so much (e.g. where's the challenge ?)
Character Combat Experience: | Effect: |
A player character without HTH combat: | Starts out with two attacks per melee. Add one attack at levels 3 and 12. |
A player character with HTH combat: | Follow the HTH level description (generally starts with 2 attacks at level 1 (exception HTH Assassin)). |
Please note that some RCCs start out with more attacks. In such instances
(ex. rahu-men) just add the total attacks due HTH combat to the attacks
the character has due to RCC.
A simultaneous strike occurs when the defender declares
a strike attack instead of a parry or dodge. Sometimes the simultaneous
strike will be of a nature that will hinder the attack from coming through
(e.g. I use my laser pistol to shoot off his arm). This means that the
defender doesn't necessarily have to take the damage.
Step 1: Defender declares simultaneous strike and what the strike target will be.
Step 2: Attacker and Defender roll 1D20 each.
The highest roll strikes and resolves damage first.
NOTE: This action still counts as 1 action.
Hand-to-hand and ancient combat arts are especially fun to play. There is more latitude for funny things to happen while still keeping a serious tone.
The strike roll is made to determine if you hit the enemy,
and then just how good you hit the enemy.
Method | Procedure |
HTH only: | Add all bonuses from PP, HTH-combat (at the appropriate level). |
WP prof.: | Add the W.P. bonus to the HTH strike bonus and eventual PP bonus. |
Needed Strike roll: At the short ranges in HTH combat, all rolls under 5 (4 3 2 1 and negative),
including bonuses, miss.
There are several occations where the player can parry
a strike, however there are also several occations where a character cannot
parry a strike roll (even an ancient strike (e.g. sword/knife) or a HTH
strike) unless he/she has appropriate equipment present. Please note that
the defending/parrying item must have a D.C. equal to or greater than the
attacking item.
Blocking on the other hand happens when not trying to
deflect the blow, but stop it dead in it's tracks. When an attack that
obviously cannot be parried/deflected is attempted parried, the result
is a block. That means that both items take damage (the one used to strike
and the one used to parry).
E.x.1 Erik has just provoked a dwarf into a bar brawl.
The dwarf immediately readies his axe. Erik can see that the axe is of
a normal type (not vibro/rune/magic). The dwarf swings his axe after Eriks
head. Since Eric doesn't have any SDC item he can parry the strike with,
he opts to dodge instead of receiving serious, perhaps debilitating wounds
to his arms.
E.x.2 Erik and the dwarf are at it again. This time
Erik has brought a chair up. The dwarf swings his axe at Eriks head. Erik
uses the chair to parry/deflect the blow. The chair will not be able to
take much more damage (received 3 points. 1/3 axe damage).
E.x.3 Erik decides to block the strike towards his
head with the chair. The chair takes 13 points of damage and is shattered,
but it did however stop the axe blow from making Erik a foot shorter.
Special Rule:
If the blocking item isn't shattered or destroyed during
the block, the two combatants can lock in one position. Only one of the
combatants needs to engage in the lock, and must do so by declaring a lock.
In effect this represents the event in which two combatants
try to force their weapon onto the other combattant. This kind of attack
requires the attacker and the defender to roll a save vs. PS.
Use the save margin to determine if damage was dealt or
not.
A lock attack uses up at least a melee where both participants
can attack once on the opponent. An exception is the melee in which the
lock was made. No attack or defence except dodges can be done during the
remaining melee.
At the beginning of each melee the attacker may opt to
disengage combat. This is done by using an alternate way to attack (e.g.
punch with the free hand, a kick in the balls, psionics etc.). The defender
may not parry the attack but may try to dodge it with a -6 penalty.
Once damage has been dealt, the lock is out of effect.
E.x.1 Tom is wielding a bastard sword, while Simon
is wielding a rapier. Tom strikes first with an overhead strike. Strike
roll 17. Simon decides to lock the battle and rolls a 18 (including the
parry bonus). Toms bastard sword sustains 4 points of damage while Simons
rapier sustains 6. The melee goes on with the two circling around trying
to gain the upper hand. At the beginning of the next melee they roll for
initiative as usual.
Simon gains the initiative and tries to force his rapier on Tom. Simon
rolls under his PS (PS = 18. The roll was 12, clearing with 6). Tom has
to roll under his PS with 6+ in the save (PS = 16. Roll was 11, giving
a save = 5). Tom doesn't manage his save and takes damage from the rapier
(8 points). The lock is now over.
E.x.2 Tom and Simon are fighting. The lock was applied
during the last melee, meaning that eventual damage can be dealt from now
on. Tom wins the initiative and tries to cut up Simon. Tom manages the
PS save with 4 to spear. Simon saves with 6, so no damage was dealt now.
Tom has used up his chance to deal damage this melee. Simon tries to deal
damage and manages (5 save vs 3 save). The lock is no longer in effect.
E.x.3 Tom and Simon have tried to kill each other for
some time now. The lock was applied two melees ago, and no damage has been
dealt yet. Tom wins the initiative and decides that this game has become
boring. He decides to kick Simon in the kidneys. Tom rolls a standard strike
roll and gets a 16. Simon tries to dodge the strike and rolls a 13 (15
+ 4 dodge bonus - 6 dodge penalty). Tom hits Simon in the kidneys. This
means that the lock is finished and Simon is lying on the ground gasping
for air.
NOTE 1: When a successful attack is made and the lock is over, count the melee for finished and roll initiative again to start a new melee. The looser of the lock plays at -1 action for that melee.
NOTE 2: If damage hasn't been dealt within 3 melee round, the lock is finished.
NOTE 3: If the lock is applied in a multi-battle
(e.g. more than 2 combatants), and is broken during the beginning of the
next melee, count each attack under the lock as two actions (e.g. first
attack happens on action no. 2, 2nd attack happens on action no.4). It
does not matter that the locked combatants don't have 4 actions. This system
is just meant to keep a time perspective in relation to the other fighters.
The lock break doesn't cause the winner to loose any actions from the following
melee (exception note 1 (2 combatants)).
Method: | Procedure: |
HTH only: | Add all bonuses from PP, HTH-combat (at the appropriate level). |
WP prof.: | Add the W.P. bonus to the HTH strike bonus. |
Dodging is the act of evading the coming strike. This
roll is made in stead of a parry, and generally only if the character is
on the receiving end of damage. It is important to note that in the main
book it is possible to dodge projectile attacks (although there are several
discrepancies), however common sense dictates that it is impossible to
dodge a projectile after the shot has been fired. Thus the normal dodge
roll is applicable only during hand-to-hand combat and ancient combat (non-projectile).
Method: | Procedure: |
HTH only: | Add all bonuses from PP, HTH-combat (at the appropriate level). |
There are several special moves in Rifts. All you have
to do is be imaginative. Then you come to the problem "is that possible?".
The answer lies in the physical skill selection.
Skill | Special Moves |
Acrobatics | Backflip: Defence, Backflip: Escape, Cartwheel (Attack) |
Gymnastics | Cartwheel (Attack), Jump Kick |
HTH-Basic | None * |
HTH-Expert | Backward Sweep, Body Block, Leg Hook, Neck Hold, Leg Hold |
HTH-Martial Arts | Backward Sweep, Body Block, Jump Kick, Back Flip, Drop Kick, Leg Hook, Neck Hold, Leg Hold |
HTH-Assassin | Body Block, Drop Kick, Leg Hook, Neck Hold, Arm Hold, Body Flip |
Wrestling | All holds, Body Block, Body Flip, Tripping/Leg Hook |
* HTH-Basic doesn't give any special moves since basic training is what
is says. Basic. They don't practise any moves, have minimal sparring training
and nearly no combat practice except theory (waving their arms in the air.
Yeah, you feel good about it, but when you meet someone in a fight you
suddenly don't know what to do).
Selecting the skill gives the special move. They are not automatic,
take up an action or two. If the latter it will be written.
If more skills are selected that give the same move it doesn't mean
that the move becomes something special.
This sub-rule may seem unnecessary to the GM, but it was the best way
to combine the Rifts hand-to-hand and the Japan hand-to-hands.
If you want to see what special moves the Japanese HTH skills give,
check out the World Book 8: Japan.
Attack: | Damage | Attack: | Damage |
Backhand Strike | 1D6 | Kick Attack | 2D4 |
Body Flip | 1D6 * | Karate Kick | 2D6 |
Punch | 1D4 | Jump Kick | 6D6 (M) |
Knife Hand | 2D4 | Roundhouse Kick | 3D6 |
Karate Strike | 2D4 | Snap Kick | 1D6 |
Palm Strike | 2D4 | Wheel Kick | 2D6 |
Elbow/Forearm | 1D6 | Knee | 1D6 |
Power Punch | (x2)(2) | Crescent Kick | 2D4+2 (F) |
Axe Kick | 2D6 (M) |
(x2) - Double damage
(2) - Takes 2 attacks
(M) - Must be first attack the character makes in a melee. The character cannot attack again in
the same melee.
(F) - The character can only use the kick in combination with flying
/ jumping or leaping.
There are several potential for misunderstanding/interpreting
the rules regarding forcefields and shields. The difference between a shield
and a forcefield is as follows:
The shield is a solid piece of matter that has been formed
so it is able to deflect to some degree 1) bullets 2) sword/sharp weapons.
The forcefield is designed to counter fast moving objects,
or energy. For a field to actually work, it has to extend several feet
away from the body, with an increasing power of deflection the closer you
get to the body. The best comparison to this is the force between two identical
magnetic poles. At a distance the force pushing them apart is small, but
the closer the poles get, the bigger the force is.
Shields generally give a parry modifier. Some of them
can be used to parry energy/projectile attacks. This ability will be discussed
further in the modern combat section.
Character Strenght (PS): | Effect: | Note: |
PS < 8 | -2 parry | when using shields other than magical / psionic shields. |
8 < PS < 14 | +1 parry | |
PS > 13 | +2 parry | This is due to the strength it takes for the character to swing a shield into place in order to parry / block a strike. |
Forcefields are always there as long as it is activated and has enough MDC/SDC left. Forcefields are designed to deflect fast moving objects like sword swings, bullets etc. However, forcefields aren't without problems. Since it is designed to deflect fast moving objects, it is possible to strike the character using slow movements. That means that if you can f. ex. get a gun skin-close to the wearer of the forcefield, you
can shoot him without the forcefield intervening.
As to the problematics of high velocity impacts from collisions,
think of the forcefield as non-existent. A character faced with a 60 m.p.h.
collision with a wall wouldn't be saved by turning the forcefield on. The
forcefield exerts no force on the wearer. Do not think of a forcefield
as a glorified bumper. A character will not bounce if he hits the ground
with the forcefield erected.
The weapons that will inflict damage on a character in
a forcefield have to be of a kind that doesn't require large amounts of
movement in order to inflict damage. That generally rules out kicks and
punches and most ancient weapons, except vibro weapons and neural maces
etc.
Action: | Effect: |
To successfully strike past a forcefield: | Costs 1 extra action
Requires a PP check Strike at +3 Target must be still! |
One advantage with forcefields is that the character can parry attacks
without much fear of taking personal damage. There is no bonus to parry
from the shield itself.