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Can someone give me the book and page number where I can find the most recent definition for Rate of Fire: Standard and the rest of the rates of fire?
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Akashic Soldier wrote:Oh Gawd. I should know this. I know they're in the R:UE and the R:GMG but I don't know where. I will look it up later this afternoon. In short, Rate of Fire is how many times you can USE a weapon. Not how many times you can act in a melee. That often confuses people. For instance, when you throw a knife it has a Rate of Fire of 1 (because you can only throw it once) but most firearms do not have a limited rate of fire because you can fire as many times as you have attacks per melee.
Michael Barakofsky wrote:Akashic Soldier wrote:Oh Gawd. I should know this. I know they're in the R:UE and the R:GMG but I don't know where. I will look it up later this afternoon. In short, Rate of Fire is how many times you can USE a weapon. Not how many times you can act in a melee. That often confuses people. For instance, when you throw a knife it has a Rate of Fire of 1 (because you can only throw it once) but most firearms do not have a limited rate of fire because you can fire as many times as you have attacks per melee.
Yeah I know the basics as you have said, but I have a player asking me if RoF: Standard means that bursts and full automatic firing are included which I don't believe they are but I need to specific book & page number to assist with this.
Panomas wrote:Also Rules are listed on PG 34 of the RMB (the old version), with bonuses listed for aimed, burst and wild; not sure if they dumped it for RUE (though I think I remember a discussion about it)-
I'm still looking.
BURST
A burst is the shooting of several rounds, immediately one after another. Aim is more hasty and the recoil moves the weapon with each shot, reducing the accuracy. Semiautomatic/automatic weapons, machineguns and sub-machine guns, are designed for burst firing. The concept is that, while accuracy is reduced, the odds of hitting one's target with multiple rounds is increased because more shots are fired. Bonus to Strike is + 1 with all weapons.
Note: Roll to strike once to see if the entire burst hits. Do not roll for each individual bullet. If the burst misses its target, then all the rounds in that burst miss.
Highlighted the text in bold since most M.D. weapons except rail guns are not listed with these attributes (I think)-been awhile for me too-
Hope something helps-
Michael Barakofsky wrote:Ok this is getting embarrassing,, I have been playing and running Rifts for 20 years and other palladium titles on and off for nearly as long. My core group has never changed in all that time and we all own nearly all the books (combined we do own all the books with at least 1 extra copy per book). I read the rules and definitions years ago, filed them away in my brain and called it good. Now that I am an MA and finally have a group of players (6 in all) that want to play Rifts I need to find the rules in book print again just to refresh my memory on how they work (want to make sure my house rules don't creep in and try to pass off as cannon) but I don't remember which book and page number the most recent definitions for the various rates of fire came out of. So my question is:
Can someone give me the book and page number where I can find the most recent definition for Rate of Fire: Standard and the rest of the rates of fire?
Panomas wrote:Akashic Soldier wrote:Panomas wrote:Also Rules are listed on PG 34 of the RMB (the old version), with bonuses listed for aimed, burst and wild; not sure if they dumped it for RUE (though I think I remember a discussion about it)-
I'm still looking.
BURST
A burst is the shooting of several rounds, immediately one after another. Aim is more hasty and the recoil moves the weapon with each shot, reducing the accuracy. Semiautomatic/automatic weapons, machineguns and sub-machine guns, are designed for burst firing. The concept is that, while accuracy is reduced, the odds of hitting one's target with multiple rounds is increased because more shots are fired. Bonus to Strike is + 1 with all weapons.
Note: Roll to strike once to see if the entire burst hits. Do not roll for each individual bullet. If the burst misses its target, then all the rounds in that burst miss.
Highlighted the text in bold since most M.D. weapons except rail guns are not listed with these attributes (I think)-been awhile for me too-
Hope something helps-
Nah, its still in the R:UE. I didn't own the R:MB and I was familiar with the rules for bursting and stuff, so its certainly in there.
That's fine and I edited my post above as to what I found...but as asked what's the page number?
And what is the definition of Standard as to Rate of Fire?
Nekira Sudacne wrote:Michael Barakofsky wrote:Ok this is getting embarrassing,, I have been playing and running Rifts for 20 years and other palladium titles on and off for nearly as long. My core group has never changed in all that time and we all own nearly all the books (combined we do own all the books with at least 1 extra copy per book). I read the rules and definitions years ago, filed them away in my brain and called it good. Now that I am an MA and finally have a group of players (6 in all) that want to play Rifts I need to find the rules in book print again just to refresh my memory on how they work (want to make sure my house rules don't creep in and try to pass off as cannon) but I don't remember which book and page number the most recent definitions for the various rates of fire came out of. So my question is:
Can someone give me the book and page number where I can find the most recent definition for Rate of Fire: Standard and the rest of the rates of fire?
Actually, RUE completely changed how rate of fire and weapon proficency and aimed shots work. the rules you have memorized are obsolete even if they wern't already houserules. Page 360 and the next few pages in RUE has the new rules, with lots of new situational modifiers, and it is' now impossible to make a called shot without taking multiple turns to do so.
The new modern weapon proficies has the new burst rules for each type of weapon on RUE page 328. "Standard" rates of fire mean nothing, as it no longer exists. the burst rules now depend solely on weapon type.
Michael Barakofsky wrote:Nekira Sudacne wrote:Michael Barakofsky wrote:Ok this is getting embarrassing,, I have been playing and running Rifts for 20 years and other palladium titles on and off for nearly as long. My core group has never changed in all that time and we all own nearly all the books (combined we do own all the books with at least 1 extra copy per book). I read the rules and definitions years ago, filed them away in my brain and called it good. Now that I am an MA and finally have a group of players (6 in all) that want to play Rifts I need to find the rules in book print again just to refresh my memory on how they work (want to make sure my house rules don't creep in and try to pass off as cannon) but I don't remember which book and page number the most recent definitions for the various rates of fire came out of. So my question is:
Can someone give me the book and page number where I can find the most recent definition for Rate of Fire: Standard and the rest of the rates of fire?
Actually, RUE completely changed how rate of fire and weapon proficency and aimed shots work. the rules you have memorized are obsolete even if they wern't already houserules. Page 360 and the next few pages in RUE has the new rules, with lots of new situational modifiers, and it is' now impossible to make a called shot without taking multiple turns to do so.
The new modern weapon proficies has the new burst rules for each type of weapon on RUE page 328. "Standard" rates of fire mean nothing, as it no longer exists. the burst rules now depend solely on weapon type.
Peachy, so basically your saying "welcome to headache central".
Dinne wrote:Speaking of rate of fire.. If you want to make things more confusing you can always just throw archery in there for fun.The more I look at it, the more it seems like ROF should be the maximum number of attacks, with said weapon, that can be made in 15 seconds.
ghost2020 wrote:I also give the P.P. bonus to shoot ranged weapons, no -10 to dodge (that's just silly) and it balances out just fine. Plus it just makes sense, not sure why that rule was ever in place.
ghost2020 wrote:This has been covered a million times, but you're not dodging a bullet, you're dodging a shooter's ability to hit a target.
Statistically ones chances to hit a target in combat or a high pressure situation are quite small even for experienced veterans.
In a battlefield scenario it's much worse as so much is happening.
I will give it that dodge bonuses can spike up due to abilities and what not, but that -10 rule didn't show up until palladium fantasy's longbow-man class (i think). It wasn't originally part of the original RIFTS rules. It seems to be part of the standard Palladium rules now though.
I guess i'm just not a fan of it, as we've run so long without it. (just my two cents)