| M.D.C. | Armour Rating | Natural 20 & Critical Strike | Range Combat |
| State | AR | Undamaged | 20 | Light | 18 | Moderate | 15 | Heavy | 12 | Unrepairable | 8 |
|---|
All characters and most NPC's now have a range combat skill, one of Rogue, Infantry, Special Forces or Sniper. These are described in full in Rifter 11 but a synopsis is on the skills page.
The range indicated in the Rifts® rule and source books for non-hand to hand combat weapons is the maximum effective range, ie the limit at which a shot from the weapon can hit and still inflict the stated damage. The chance of actually hitting with a weapon is based upon the range of the target in relation to the maximum effective range and the type of attack made by the attacker. These are detailed below
|
Range |
Modifiers |
|
0-25% |
None. All bonuses for Aimed or Burst apply. Called shots take 2 attacks for aim bonus to apply. |
|
26%-50% |
All Aimed and Called shots take 2 attacks otherwise no Aimed shot bonus and -3 to strike. All other range attacks are at -6 to strike (making bursts -5). |
|
51-100% |
All Aimed and Called shots take 3 attacks. If only 2 attacks are used, called shots are not possible and aimed shots are -9 to strike (including +3 aim bonus). All other range attacks are at -12 to strike (making bursts -11). |
|
101-150% |
Single shot or long burst weapons only. All Aimed and Called shots take 3 attacks and even then are at -3 to strike (including +3 aim bonus) Long burst weapons are at -15 to strike (including +1 burst bonus) Reduce all damage by 50% and burst by 1 multiplier |
|
151%-200% |
Single shot weapons only. All Aimed and Called shots take 4 attacks and even then are at -8 to strike (including +3 aim bonus) Damage inflicted is only 10% of listed (roll and divide by 10) |
Weapons capable of firing pulse bursts use a single attack and count as aimed attacks for the purpose of determining bonuses.
In addition to the penalties listed additional penalties for light level, visibility, and weather conditions may apply.
These penalties apply to all hand held and arm mounted weapons except mini-missiles! This is true for all Infantry, Cyborgs, Power Armour, Robots, and some vehicle mounted weapons. Main body mounted, shoulder mounted, and turreted weapons controlled by a firing computer are automatically compensated. At ranges greater than 100% use the table below.
|
101-150% |
All Aimed and Called shots take 2 attacks and even then are at -3 to strike (including +3 aim bonus) Burst weapons are at -6 to strike (including +1 burst bonus) Reduce all damage by 50% and burst by 1 multiplier |
|
151%-200% |
Single shot weapons only. All Aimed and Called Shots take 3 attacks and even then are at -8 to strike (including +3 aim bonus) Damage inflicted is only 10% of listed (roll and divide by 10) |
If two weapons can normally be fired at a single target for an enhanced affect then a separate strike roll is made for each weapon at ranges greater than 100%.