Rules Changes
This sections discusses the rules changes and clarifications for this campaign compared to Rifts 1st Edition main book and Rifts Sourcebook 1.
Creating a Character
This campaign uses a modified Character Creation Workflow . Follow the link for a full treatment of the new procedure.
Attributes - Physical Prowess
Disregard the FAQ on Page 7 of Rifts Sourcebook 1. Exceptional Physical Prowess attributes apply to all Strike, Parry, and Dodge rolls.
Mega-Damage - Fully Mega-Damage Characters Should Be Rare
In general, playable characters should not have "pure" MDC bodies. Dragons and Bots are a notable exception, but most MDC-bodied, playable races, such as Quillbacks, are SDC instead in this campaign.
Mega-Damage - Hard Shells and Squishy Insides
Characters who are completely encased in a Mega-Damage shell - Full Conversion Borgs, for example - should still track their SDC and Hit Point values. This represents their remaining living components and may become relevant in the case of impact damage (see page 12).
Mega-Damage - Knock-downs
Expanding the rule from page 12. Use the following chart to determine knock-downs.
| Target | Knock-Down Condition |
|---|---|
| Character with non-exceptional PE wearing unpowered body armor | 30 points of MDC from a single source will knock down the character. |
| Character with exceptional PE wearing unpowered body armor | (PE+15) points of MDC from a single source will knock down the character. |
| Character in powered armor | 30 points of MDC from a single source triggers an appropriate skill check (Pilot: Robots and Power Armor if on the ground, Pilot: Jetpack if flying), adding a -10% modifier for each additional 30 points, to a maximum of -30% when sustaining 120 or more damage from a single source. If the PSR fails, the power armor is knocked down. |
| Character in a robot vehicle | (5 x number of squares in tactical footprint) from a single source triggers a piloting skill check. Each additional increment of the same amount of damage adds a -10% penalty, up to -30% for (20 x number of squares) damage from a single source. For example: An X-500 Forager has a footprint of 9 squares. It takes 45 points of damage from a single source to force a piloting skill check and it incurs a -10% penalty on the check if it takes 90-134 damage from a single source. |
Determining Psionics - Skipping the Roll
Players decide whether or not to skip the psionics roll before they roll the dice, not after. For example, a character cannot retroactively waive the roll to avoid the skill modifiers from rolling Major Psionics.
Class Selection - Secondary Skills
The statement "no skill bonuses apply" only relates to the class-based bonuses to "other" skill selection. It does not negate derived bonuses from skills or attributes (for example, the Prowl bonus from Gymnastics or the one-time bonus from exceptional IQ).
Skills
Difficult/Alien Skill Checks
Some general notes regarding skill check modifiers:
- The spoken form of languages on Rifts Earth has drifted over time and comprehension people from other times and dimensions can be challenging.
- Characters who speak American can understand Pre-Rifts English at a -40% penalty, or -30% if they also speak Techno-Can.
- Characters who speak Pre-Rifts English can speak American at a -40% penalty, or -30% if the person they are speaking with can also speak Techno-Can.
- This same general formula applies to other Pre-Rifts languages and their 100 PA equivalents.
Pilot: Horsemanship - Combat Modifiers
"Charging on Horseback" should be interpreted as meaning the following:
- Ending a move after moving at least twice the mount's tactical footprint towards an enemy.
- Overrunning an enemy's location (moving through their tactical footprint) after first moving at least twice the mount's tactical footprint towards them.
- At vehicle scale, completing a move during which the mount entered an enemy's hex (even if it subsequently left the hex; e.g., charging through the hex).
The Parry and Dodge modifiers only apply to attacks from enemies that fit these criteria, and the SDC damage modifier only applies to melee attacks against them.
Ignore Kev's parenthetical note about aimed shots being impossible with bows and arrows, since it directly contradicts the Archery and Targeting skill. However, Horsemanship skill alone does not allow aimed shots from the back of a mount. Refer to the chart below.
| Horsemanship? | Archery and Targeting? | Firing Modes |
|---|---|---|
| No | No | Wild and Spray only |
| Yes | No | Burst, Wild, or Spray |
| No | Yes | Aimed shots (only with archery weapons), otherwise Wild or Spray |
| Yes | Yes | Aimed shots with archery weapons. Otherwise, Burst, Wild, or Spray |
Weapon Systems - What Counts
Either Weapon Systems applies to a weapon, or a W.P. applies - not both. Data sheets for this campaign will specify which skill governs each weapon system.
Language - Native Languages
Some character classes provide specifics about the character's native language - normally one or more languages with a 96% skill level. If not specified in the class description, the character can choose one language to speak at 96%. This is frequently American.
Language - Techno-Can
Even though Techno-Can is not widely used as a spoken language, the Language: Techno-Can skill is required for the Literacy: Techno-Can skill to be useful.
Literacy - Roman Alphabet
Because of the preponderance of Pre-Rifts books, signage, and other written matter existing on contemporary Rifts Earth, the form and usage of the Roman alphabet has drifted significantly less than the actual spoken forms. With a skill modifier, a character with literacy in American, Spanish, or Euro can decipher the sounds of text written in the other two languages (still needs the Language skill to understand it the same modifier applies to reading the pre-Rifts versions of the languages (some common spellings have changed for example, which can complicate reading). Techno-Can's written form has stayed fairly stable, but it has an extended alphabet (similar to the International Phonetic Alphabet) , number system (digits for natively expressing hexadecimal numerals), and mathematical/technical notations, all of which make literacy in the other three much less useful for deciphering it. Refer to the chart below for more details.
| Character Can Read... | Trying to Read American, Spanish, or Euro | Trying to Read Pre-Rifts English, Spanish, or Latin Alphabet European languages | Trying to Read Techno-Can |
|---|---|---|---|
| American, Spanish, or Euro | Can read the other two at -10% | Can read at -20% | Can read it at -30% |
| Pre-Rifts English, Spanish, or Latin Alphabet European Language | Can read at -20% | Can read the other two at -10% | Can read it at -30% |
| Techno-Can | Can read at -20% | Can read at -10% | N/A |
Ancient Weapon Proficiencies - Archery and Targeting
The "note" for this skill should be interpreted as follows: if a character has this skill, they can make aimed shots with an appropriate weapon from a moving vehicle (including horseback) but each such shot loses all bonuses from the archery and targeting skill and halves the maximum number of shots.
The "rate of fire" section should be interpreted as follows:
- Data sheets will indicate when a weapon uses the Archery and Targeting skill.
- Characters who do not have this skill can make a maximum of one attack per melee round with a weapon that uses this skill.
- Characters who have this skill can make a maximum number of attacks as defined by the rule. Each attack still uses one melee action, so a 12th level character would need 8 melee actions to make the allowed 8 attacks.
Modern Weapon Proficiencies - Recognize Weapon Quality
In the rare edge cases where "other" skills get an across-the-board bonus to their starting skill level (i.e., Borg OCC), this does not apply to Recognize Weapon Quality. No other class gives a percentile bonus to WPs, and it does not appear to be an intended feature of the Borg OCC.
Modern Weapon Proficiencies - W.P. Heavy vs. W.P. Heavy Energy
W.P. Heavy Energy applies to Rail Guns, Plasma Ejectors, Flamethrowers, and Laser/Ion/Particle Beam Cannons. W.P. Heavy applies to Mini-Missile Launchers, Machine Guns, Grenade Launchers, and ballistic Cannons. Data sheets for this campaign will specify which skill applies to each weapon.
Modern Weapon Proficiencies - When Are You Forced To Make Wild Shots?
Expanding on the "etc." at the end of Page 34, "Shooting Wild," first paragraph, a character is limited to wild shots and sprays if...
- They cannot see their target (they are blinded, or a barrier to vision like smoke fully obstructs the target).
- They are unable to concentrate on aiming; this includes characters that are enraged, but also characters who are confused or intoxicated by drug or psionic influence, characters who have just failed a Horror Factor check, or characters who are terrified or otherwise in an altered mental state from insanity or other game effects.
- The character (if on foot) is running or their vehicle is moving at flank speed.
- The character has made (successful or not) a Roll with Impact check at any time in the same melee round.
- The character has leapt (or used any combat move with the word "leap" in its description), used a jet pack (including jet-assisted leaps), or is flying. There are some modifications to this condition to aerial and air-to-ground combat that are described elsewhere.
- The character is shooting from a moving vehicle (except for weapons that use the Weapon Systems skill, though other triggers still apply).
- The character's initiative position is reduced to zero for any reason.
Modern Weapon Proficiencies - Firing Modes Streamlined
In general, most "full turn burst"/"empty magazine" type firing modes have been removed - this will be reflected on the weapon data sheets. Weapons with unlimited ammunition have generally had the "short burst" firing mode.
Modern Weapon Proficiencies - Computing Ammunition Use
The ratios described in this section generally apply, but are modified for some weapons with very large magazines. Data sheets will reflect any altered statistics.
Hand to Hand Combat
Unless otherwise specified, these rules also apply to the "high-tech war machines" rules
Two For Breathing - Not A Thing Here
Characters do not receive bonus melee actions just for being alive. With the sole exception of the rule that grants one action per turn for rare characters that have no hand to hand skill, all melee actions must be gained from skills, equipment, or class features.
Armor Rating - It Exists
Many non-environmental armors have gained armor ratings. Refer to the data sheets.
Dodging Bullets
Ignore all later innovations attempting to restrict the use of dodge actions against ranged attacks. But also refer to the campaign's revised and expanded combat rules.
Shot In The Back - No Dodges
To dodge (or parry), you must be able to see the attacker. Note that some class features like the Juicer's automatic dodge override this restriction.
Initiative
Refer to the revised and expanded combat rules for a full treatment of the new initiative system.
Long-Range Attacks Clarified
"From a distance" should be interpreted as meaning "more that 500 feet for individuals, or 500 feet x (height in feet/5) for vehicles and monsters."
"Loses Initiative" means "has their initiative reduced to 0."
"May not dodge the first attack that melee round" should be interpreted as referring only to the first attack by the long-range attacker.
Multiple Attackers - Clarified
"Faced by more than one attacker" should be interpreted as follows:
- Once the defender has been attacked by two or more enemies in the same melee round, they are in a multiple attacker situation.
- This situation automatically ends at the end of the melee round (but can be re-triggered by attacks during the next round).
- Additionally, attackers can be put in a state where they are no longer "facing" the defender, specifically:
- If they are not in melee range AND they are prohibited from making an aimed shot
- If they initiative was reduced to 0 for any reason
- If they cannot attack the defender at all, even if they are in melee range (e.g., paralyzed by a psionic ability)
- If at any time in the melee round, these conditions mean that only one or zero attackers are facing the defender, the multiple attacker situation immediately ends (though it could be re-triggered by subsequent attacks).
"Can strike at one target at a time" should be interpreted as follows:
- Once the defender is in a multiple attacker situation, they are "locked" to the next enemy they attack and cannot attack other enemies until...
- That enemy is no longer "facing" them (which includes them being killed or incapacitated)
- The initiative track counts down to zero and starts again at the top, even if it is the same melee round still
- A special ability explicitly allows them to hit multiple enemies with the same action; e.g., leap attack, area sprays.
With rare exceptions such as characters with very high initiative dice (Crazies and Juicers mostly), the main impact of this rule is preventing characters from using the Simultaneous Attack combat move to get multiple attacks against multiple different enemies in very quick succession, or of repeatedly making paired attacks against dual targets once combat is joined.
Paired Weapons - Clarified
"Certain kinds of weapons" means "one-handed melee weapons."
The twin strike move enabled by this rule uses one melee action, but each weapon's attack is rolled separately.
Simultaneous Attacks
Simultaneous Attacks still consume melee actions, unless the attack mode would not consume a melee action as a normal attack.
Throws - Clarification
Contrary to the claim on page 37, there are two different types of throws. Throwing weapons are governed by Weapon Proficiency rules. Flip/Throw is an unarmed combat move in both personal and robot combat and is described in the hand to hand combat tables.
"loses initiative and one attack per melee" means "the victim is knocked down. When a character is knocked down, their initiative is automatically changed to zero and their total number of melee actions is reduced by one."
High-Tech War Machines
"High-Tech War Machines" means Robots and Power Armor. See the revised and expanded combat rules for how units that are "neither fish nor fowl" such as tanks interact with these rules.
Weapon Selection - Clarified
"You are limited only by the number of attacks per melee and possible, payload, and rate of fire restrictions" should be interpreted to mean that High-Tech War Machines are exempt from the Multiple Attackers rule.
Missiles - Clarified
"Vehicle" and "Combat Vehicle" in the context of this rule are referring to High-Tech War Machines.
"A Vehicle can fire two types of missiles..." should be interpreted as meaning "A character operating a High-Tech War Machine can use more than two different types of missiles (short-range, medium-range, long-range, mini-missile) per melee round. They can make multiple attacks with the same type of missile, if desired and allowed according to the War Machine's data sheet."
This limitation should be interpreted as relating to the time needed to lock-on and otherwise manage targeting, and vehicles with multiple crew members who are able to fire missiles may be able to exceed this limit. For example, the copilot on an Enforcer could fire medium- and short-range missiles during a melee round, and the pilot could separately fire mini-missiles during the same melee round.
Missile Notes - Clarified
Disregard note #4. This implementation of multi-warhead missiles, while interesting, does not fit with any of the other rules presented in this book.
For note #9, "explosive, energy missile" should be interpreted as follows: you cannot roll with impact on a direct hit from a proton torpedo because it is an energy weapon. However, you can roll with impact on its blast radius because it is an explosive weapon (not plasma/napalm).
Robot Combat Skills
In general, melee attacks from giant robots are increased by x10 and melee attacks by powered armor are increased by x5. Vehicle data sheets will list the specific changes.
Character Classes
Borg - Armor
The Borg OCC is right and the bionics section is wrong when it comes to what armor Borgs start with.
Glitter Boy - Air Supply
The information on Page 64 supersedes the general power armor features on pages 211-212 - the Glitter Boy has a relatively limited air supply.
Glitter Boy - O.C.C. Skills
Replace Weapon Systems with W.P. Heavy Energy.
Replace Robot Combat: Basic with Pilot: Robots and Power Armor (+10% bonus)
Add Weapon Systems to the permitted list of Pilot Related skill choices (with +5% bonus)
Body Fixer - Treating Aliens
The note on Page 72 about treating extreme alien physiology or cybernetics should be interpreted as a class feature - they will always have a -30% when another character (such as a Cyber-Doc) might have a -40% modifier based on the rules on page 23 for skill penalties.
Magic
Magic Attacks per Melee - Clarified
Making a magic attack still takes only one melee action unless otherwise specified. The limits described here are on the total number of spells per melee round, not indicating that a spell takes half or even all of the character's actions for the round.
Cybernetics
Attribute impact of Bio-System and Mechanical Prosthetics when only one limb is replaced
When both arms or legs are replaced with prosthetics, the new attribute values are easy to apply. When only one limb is replaced, the character's new value is the average between their original PS, PP, or SPD (as appropriate) and the new value from their prosthetic.
SDC impact of Bio-System and Mechanical Prosthetics
The old Palladium FAQ indicated that arms provide 5% each of the character's natural SDC and legs provide 15% each, plus 50% from the torso and 10% from the head. For most characters, this means that cybernetic prosthetics will increase their overall SDC (except for certain augmented characters with very high starting SDC values).
To correctly adjust a character's SDC for prosthetics, start by determining the character's natural SDC for each location. Note this somewhere (or at a minimum, the torso SDC) since future replacements might further alter this value. Then replace the natural portion of SDC for any replaced limbs with the new value. Natural modifiers to the character's SDC (such as taking a physical skill that grants bonus SDC) should be pro-rated by the portion of natural SDC left after prosthetic replacements.
For example, a character with 40 SDC replaces a lost arm with a bio-system arm with 25 SDC in its own right. The original arm had 2 SDC, so the character has a net gain of 23 SDC from the prosthetic (of course this is likely to be offset by the limb's limited PS and PP values).
Cybernetics: Amplified Hearing
Because of changes to how initiative works in this campaign, change the initiative modifier for amplified hearing from +6 to +1.

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