Ranged Combat

For this campaign, we are using the Ranged Combat Rules in Rifts Ultimate plus the optional Ranged Combat Rules as found in Rifter #11 and slightly modified as described below. I will attempt to connect the dots here.

The first thing to understand is that Rifts:Tabletop is all about timing.

  • All shooting inside point blank range requires a minimum roll of 4 after bonuses to hit.
  • All shooting outside point blank range requires a mimimum roll of 8 after bonuses to hit.
  • Movement is related to shooting. The movement rate of any character in the game is SPD*1.5/Attacks per Melee. The result rounded off is the number of inches the model may move per attack. Note that this is a sustainable running speed, not a walk. Any character model that moves during it’s attack may only make Wild Shots, Normal Shots, and Short Bursts.
  • A character may move and shoot during his or her action. The time is spent whether you take action or not, so movement cannot be exchanged for additional shooting and vice versa. Use it or lose it.
  • An action may be “held”, but it reduces your initiative step to 2. Essentially, you are giving up the initiative in order to change the flow of battle. Once lost, it cannot be regained until the next melee round when you roll for it again.
  • All weapons are considered to be Semi-Automatic unless noted as a “Pulse” or “Cannon”. “Ejectors” are considered to be “Cannon”.
  • Pulse weapons may fire the full range of bursts but are not machine guns.
  • Cannons may not fire bursts. It is assumed that some factor prevents it like recoil or capacitor charging.
  • Rail Guns are considered to be select-fire machine guns. Burst damage is calculated from single shot damage.
  • A “Normal Shot” is taken while standing or in motion, weapon generally aimed at the target, some haphazard attempt at looking down the sight, and pulling the trigger. This is the highest form of “Shooting Wild” but should be viewed more like “disciplined reflexive combat shooting”. Any additional complication fouls the shot and renders it “Shooting Wild”.
  • Spray & Pray enables Pinning Fire as described in Rifter #11
  • Strike out #3 under “Shooting Wild” in Rifter #11.
  • Characters with Trick Shooting handle Wild Shots like Normal Shots and do not suffer the -6 penalty unless shooting from a moving vehicle.
  • Shots may be taken at targets that are off the board. GM sets the range to the next target if it is off the board.
Action Formula Shots Fired Cost in Attacks Damage
Wild Shot D20-6-Penalties 1 1 Single Shot
Wild Short Burst D20-6-Penalties 5 1 Short Burst
Spray & Pray D20-6-Penalties All All Short Burst
Normal Shot D20+WP+Other-Penalties 1 1 Single Shot
Pulse Burst D20+WP+Other-Penalties 3 1 Pulse Burst
Aimed Pulse Burst D20+WP+Other-Penalties 3 1 Pulse Burst
Short Burst D20+WP-3+Other-Penalties 5 1 BDM:Short
Medium Burst D20+WP-3+Other-Penalties 10 2 BDM:Medium
Long Burst D20+WP-3+Other-Penalties 20 3 BDM:Long
Condition, Effect, or Item Bonus to Shoot
Prone Shooting Position +2
Point Blank Range (50’) +1
Red Dot Sight +1
Holo Sight +2
Scope +2
Tactical Light +1
Laser Sight +3
Well-balanced weapon +1
Aimed Shot +2
Condition, Effect, or Item Penalty to Shoot
Aimed Shot -1 Attack
Called Shot -1 Attack
Medium Burst -1 Attack
Long Burst -2 Attacks
Target is Behind Cover Requires Called Shot
Shooter is Blind -10
Shooter is firing Bursts -3
Shooter is Shooting Wild -6
Target is off-table -1
Target is Moving -1
Target is Moving Fast -2
Target is Moving Very Fast -3
Target is Flying -1
Target is Evading -1
Target is Small -3

Ranged Combat

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