Only a month later, and I begin to post those other house-rules I was talking about. Yay.
Ranged combat.
Ranged combat in Rifts has always been somewhat of a mystery for me; to many contradictory lines and verses, some stating that a natural 1-4 is always a miss, yet others say that an 8 with bonuses is a hit.
Yeah, that and why the game states that specifically energy weapons such as lasers do not have a kick or otherwise jostling motion in them, yet the "pulse" variants cannot be used to make aimed shots with ("Okay, setting to pulse-fire and moving the gun to hip level - cause that's how it's done")
Also, lasers (which travel at the speed of light) offer the same penalty to dodge as railguns (which travel at the speed of sound). Yeah, that makes sense - especially since the penalty is at a maximum of 50ft, when most people have a hard time discerning whether a guy will pull the trigger of his weapon or put the safety on at that range.
So what did I do? I billowed the sheets to get the wrinkles out. And I added some amendments to other things as well (like cover and moving targets).
We'll start off with the to-hit.
Only a 1 fails automatically. Why? Because I hate to be told that my expert sniper with his +14 bonus to strike (ranged) is still missing as often as everyone else.
You need an 8 with bonuses to hit a stationary target. I liked the "8 with bonuses" rule, so I kept that.
You need a 12 to hit a moving target, +1 for every 40mph faster than you are moving in relation. This is for fast characters; they should be hard to hit, and if they're superhuman and have a power that gives them some crazy dodge bonus as well, then sure - why not. This caps at +10 (or 400mph+ faster than you are moving). Why +10 (or 22)? this puts it so that unskilled gunmen have only luck to win with, while skilled ones don't get put-off by a stupid-fast jet.
You take a -2 penalty for shooting on the move, and cannot make aimed shots. Also, if the terrain is off-road, the penalty increases to -4, or if exceptionally rough (or the driver is drunk or dodging crap) you suffer a -6. Why? you're getting tossed about while holding your gun and firing - aiming is basically by eye-sight (and if any of you army guys have used a weapon from the window or turret of a humvee, you'll know what I'm talking about).
All that said, you can compensate for most of this. Hover vehicles never suffer (well, almost never - windstorms and such could rock the boat abit) rough terrain penalties for firing. Vehicles with exceptional suspension, or that are weighty enough that a bump here and there barely moves the beast do not suffer the first penalties for rough terrain.
Additionally, vehicles with the proper equipment - like a hydrolic gun cushion (similar to what cameramen today use to steady their cameras) can fire aimed shots. Locking joints for cyborgs can be used for this as well, but they suffer double the rough terrain penalties.
Now the next portion; shot types.
Standard, "one shot per attack" firing. This type of shooting accepts your WP bonus to strike, as well as certain mechanical enhancers, such as laser-targetting, and H.U.D. style crosshairs. Scopes are used in this fashion to strike at a distant target. You also get weapon bonuses based on the function of the bonus. Many old books describe the bonuses as +X aimed, but since the rules changed abit, this would make many weapons just awful to use. Weapons that offer the bonus based on balance, design, weight, and manufacturing offer the "+X to strike" on these standard attacks.
Aimed, "two actions to shoot" firing. This type of attack simply modifies existing attacks. The aimed action can be used for both "standard" shots and "burst" attacks, and provides a +2 bonus to strike. It also enables additional bonuses, such as that for the Espionage skill: Sniper, which is appiled to single-shot fired rifles. Sharp-shooting also provides a bonus, but will be described at another time.
Burst, "multiple rounds from the same gun, using one action to shoot" firing (holy run-on sentences, Batman!). This is as I just described; multiple shots from the same weapon. Many guns describe their burst-fire damage, as well as rounds fired. This is important. Bursts are harder to dodge, and if the attacker knows what he's doing, can make it easier to hit as well. Bursting is done at half your listed "standard" bonus to strike (round down).
In addition, high RoF weapons can be used in alternate modes of firing. Weapons that deliver 10 or more rounds per burst give a +1 bonus to strike per increment of ten (+2 for 20 rounds, +3 for 30, etc...). Weapons that offer less than this give no additional bonus.
Alternatively you can hose an area causing half the listed damage for the burst bonus to strike x2 (eg: 10 rounds +2, 20 rounds +4, etc...); this can also get multiple targets if they are close enough (within touching distance).
Then there are area bursts: these automatically hit (roll a d20 anyways to see if there is a gun-jam (a roll of 1) or something that would prevent the shot from working). The area (and damage) is dependent on the number of rounds fired. For this example, we'll use a non-descript railgun that does 1d4 damage per single round. Bursting on an area with ten rounds covers 10 square feet and does 1d4 damage to anything in that area. With a 20 round burst, the area can be expanded to 20 square feet, and do 1d4 damage, or the same 10 foot area can offer 2d4 damage. At 30 rounds, the area can be 30 feet doing 1d4, 15ft at 2d4, or 10ft at 3d4 damage.
No chance to dodge is offered, but note the number rolled on the attack earlier (don't count the burst-fire bonus to hit); if there is sufficient cover available, then a character might just have been missed.
Called, "pick a spot at two actions" shooting. This is an attack modifier that can be used with both the standard shot and the burst-fire shot, but with burst-fire there are special rules that need be applied. As normal, this can be combined with an aimed shot for three actions +aimed bonuses.
For bursts that a person calls, it goes as follows...
Roll a d100 (percentile) and add your bonus to strike.
(below 01)* ~ you missed!
01 - 10~ oddly, you completely miss the target, instead striking the area around him. Others take single shot damage in a 10ft area (or roll to hit if the gun does less than 10 shots, at a maximum of one hit per shot).
11 - 17~ only one shot hits target in the main body doing single-shot damage.
18 - 26~ only one shot hits target in the main body doing single shot damage, while the rest hit around the target in a 10ft area doing single-shot damage.
27 - 33~ only one shot hits target in selected area doing single-shot damage.
34 - 42~ only one shot hits target in selected area doing single-shot damage, while the remaining shots hit a 10ft area around the target doing single-shot damage.
43 - 51~ one shot hits selected area, and one shot hits main body doing single-shot damage to each.
52 - 59~ half shots hit target in the main body doing half damage.
60 - 67~ half shots hit target in the main body doing half damage, while the remaining shots hit a 10ft area around the target doing single-shot damage.
68 - 76~ one shot hits selected area doing single-shot damage, while the rest hit the main body doing half damage.
77 - 86~ half shots hit selected area, doing half damage.
87 - 93~ half shots hit selected area, doing half damage, while the remaining shots hit a 10ft area around the target doing single-shot damage.
94 - 100~ half shots hit selected area, half hit the main body doing half damage to each.
(101+)** ~ shots hit intended area and do full normal damage.
* you can get a negative if you have substancial penalties to hit.
** you can get higher than 100 if you have enough bonuses.
Don't be intimidated by the above chart; it is simple to figure out and modify. Most of the chart is about a 7-9% per category, with two at 10%.
Cover is very important - it keeps you alive! There are two types of cover; hard and soft. Hard cover is strong enough against the attack type that the damage in question won't just go right through; if it does, then it is soft cover.
Hard cover is offered in a percentage (I like to just quarter it, offering that we don't need to get into the heavy fractions). 25% cover means you need a 10 to hit, 50% cover requires a 12 to hit, and 75% cover means you need a 14 to hit. 100% cover means the target is untouchable. If you fail by 1 but still hit above 8, you strike the cover instead.
Special attacks such as plasma missiles, flamethrowers, and massive explosions still hit even if you strike the cover, but the cover offers a bonus to roll with the attack; +1 for 25%, +2 for 50%, and +3 for 75%.
Soft cover means that it is simply hard to see; you need a 9 to hit a target with 25% cover, 11 to hit 50% cover, and 13 to hit 75% cover. Attacks that miss by 1 but still hit 8 are considered misses; you might be wondering why soft cover is seemingly as good as hard cover; it isn't. Thermal scopes and such, or attacks that do not require sight are not effected by soft cover at all.
Special attacks such as plasma missiles, flamethowers, and massive explosions still hit, and soft cover provides no protection, except as follows; missiles striking soft cover may explode on the cover itself, possibly putting you out of the effected area. This is only for stuff like SDC metals and other hard materials where the basic solidity would protect against missile penetration (obviously a bunker-buster will sail right through, but a mini-missile will most likely explode on the cover).
Range of targets and dodge penalties.
When dodging firearms, you retain your full bonuses to dodge, accepting a penalty as per the weapons' type.
Weapons in the games I run offer the following penalties to dodge...
Lasers/ion weapons: -12 to dodge at full range.
Particle and plasma weapons: -10 to dodge at full range.
Railguns and conventional firearms, as well as dummy-fired missiles: -8 to dodge at half range, -6 to dodge from half to full range.
Now it may seem that it's easy to dodge conventional gunfire at ranges beyond half! Wrong. you have to make your opponent's roll to strike on top of suffering the penalty, AND you have to be aware of the attack. Last I checked human eyes sucked at determining incoming gunfire at ranges of 150+ feet. This gives certain types of characters an advantage - like Juicers (I'm not as pro-Juicer as I have made myself out to be here).
Additionally dodging burst-fire is extremely difficult, which means that those railguns and coventional machineguns and full-auto rifles and pistols are getting double duty here. Not only does burst-fire allow bonuses to strike, but for every increment of 10 rounds (3-10, 11-20, 21-30, etc...) you suffer an additional -2 to dodge! BUT, this special penalty is called the "threshhold".
This is a concept I had been mulling over for quite some time. Threshhold works as follows; a SAMAS bursts on a target, getting a total of 12 to hit with his railgun within half range (I think that's 20 rounds; just assume it is) and you want to dodge that. You'll need to make 12 with a -8 penalty (basically a 20), but in addition to that, there is an additional -4 penalty to dodge - so now you need to make (and effective) 24!. Here's where the threshhold comes into play. If you made 20 to 23, you would be in the threshhold of the burst attack, meaning that you will only suffer half damage. In addition, you can roll with the attack as well, ruducing it to a possible 1/4 damage. It is effectively like getting winged.
I'm going off of memory here as I don't have my notes with me at the moment, but happen to have the time to write this all down. It is reasonably accurate to what I wrote down in my notes, so take it as is. I may ammend it later though.
Please, questions, critiques, and comments would be very appreciated!