Movement Question?

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ToddArcher

Unread post by ToddArcher »

Read the thread titled, "Movement in combat?". That should help.
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Re: Movement Question?

Unread post by Dead Boy »

Larry97501 wrote:Hi guys, I was just wondering how you deal with movement in combat?

Do you make it take an action?

What about certain power armors and robots that don't give a speed in MPH?

And finally can someone tell me exactly how far a Samas can travel in one action? They move at 300 mph and it gives me a headach trying to figure it out? And it really matters when fighting GB's and other things.


I just did a huge write up on this in a different thread. But for your conveince, I'll do a cut and past job and put a copy of it here. Enjoy! :D

Oh, also note two things; A) Speed = Feet per second, and B) the MPH of any vehicle can be converted into Speed using this formula:
(MPH * 5280 = X. X / 3,600 = Speed)

First, borrowing the Speed Chart from the Hero System and adapting it to a 15 segment system instead of a 12, I assigned actions as per the number of attacks. Given the initiative system of Rifts and Palladium I deemed it necessary to have everyone start at "1" so everyone still has the possibility of getting in the first attack. (Well, everyone except those with only 1 attack to their name because they don't deserve it.)

This is the way the Melee Action Phases break down on the chart:
1 Melee Attack: 7
2 Melee Attacks: 1, 6
3 Melee Attacks: 1, 6, 11
4 Melee Attacks: 1, 4, 8, 12
5 Melee Attacks: 1, 4, 7, 10, 13
6 Melee Attacks: 1, 3, 6, 8, 11, 14
7 Melee Attacks: 1, 3, 5, 8, 10, 12, 14
8 Melee Attacks: 1, 3, 5, 7, 8, 10, 12, 14
9 Melee Attacks: 1, 3, 5, 7, 8, 10, 11, 13, 15
10 Melee Attacks: 1, 2, 4, 6, 7, 9, 10, 12, 13, 15
11 Melee Attacks: 1, 2 ,4, 5, 6, 8, 9, 10, 12, 13, 14
12 Melee Attacks: 1, 2, 3, 5, 6, 7, 9, 10, 11, 13, 14, 15
13 Melee Attacks: 1, 2, 3, 4, 5, 7, 8, 9, 10, 12, 13, 14, 15
14 Melee Attacks: All segments except 8
15 Melee Attacks: All segments (1-15)

(Note: the sequencing was intentionally made so each will have a slight edge on the one immediately before.)


Each character can attack on their assigned segments as per the 15 second chart. Those that have attacks/actions on the same segments go in order of the initiative rolls.

All characters can move during EVERY segment of the 15 second Melee Round, thus avoiding the time distortion problem. But to keep things from running off the hex map there are two kinds of movement. There's the Full Sprint that allows characters to use their Speed Attribute to it's fullest potential, but the character can not make any actions on his next a
available melee action (even if sprint is used for only a single segment). Then there's the Melee Move which allows the character to use up a a third of his Speed and still make an attack or action at any point along that line of movement, (like maybe running from one place of cover to the next and getting a shot off in between), but of course the normal Wild Shooting rules still apply.

Also all movement is scaleable by the hex map being played on. Default scale is usually 1 hex = 3 feet (or 1 meter), but for fast moving characters and/or vehicles it can be changed to 1 hex = 100 feet, or 500 feet, or whatever is desirable. This will keep the fast movers on the map and game play manageable.
From the author of The RCSG, Ft. Laredo & the E. St. Louis Rift in Rifter #37, The Coalition Edge in Rifter #42, New Chillicothe & the N.C. Burbs in Rifter #54, New Toys of the Coalition States in Rifter #57, and The Black-Malice Legacy in Rifters #63, 64 & (Pt. 3, TBA)

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