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HAND TO HAND COMBAT TRAINING


No Training


3 attacks per melee to start

+1 at level 6 and 12

+1 dodge/parry at level 3, 7, 14

+1 strike at level 4, 9, 13

+1 roll with impact at level 2, 8, 10

Critical strike on a natural 19+ at level 11


HTH Basic, Expert, Martial Arts, Commando, and Assassin


No changes to RUE


Note - Other Hand To Hand Combat Training will be dealt with in the notes for each individual book they are in.

This includes Ninja's and Superspies and The Rifter.


Melee Combat Terms (see the individual books for any damage or notes for each term)


Rifts Ultimate edition


Back Flip

Back flip Escape

Back flip attack

Body Block/Tackle

Body Flip/Throw

Backhand – Normal

Backhand – Martial Arts

Punch

Martial Arts Punch

Elbow/Forearm

Power Punch

Kick-Normal

Kick-Martial Arts

Knee

Leap Kick

Backward Sweep

Trip/Leg Hook

Power Kick

Disarm

Entangle

Deathblow

Arm Hold

Leg Hold

Body Hold

Neck Hold

Knockdown

Knockout/Stun

Pull Punch


Rifts Game Masters Guide


Breakfall

Cartwheel

Knifehand

Palm Strike

Roundhouse Kick

Snap Kick

Wheel Kick

Drop Kick

Crescent Kick

Axe Kick

Jump Kick

Flying Jump Kick

FlyingReverse Turning Kick

Leap Attack

Roll With Punch

Maintain Balance


Ninjas and Superspies


Choke Hold

Crush/Squeeze

Four Knuckle Fist

Double Knuckle Fist

Fingertip Attack

Claw Hand

Double Fist Punch

Grab Attack

Joint Lock

Paralysis Attack



RANGED COMBAT TRAINING - the following have been tweaked by me using hte article in Rifter 10 as the starting point.


Number of attacks are based on your HTH training.


No Training


Can only use weapon proficiency bonuses if any. If no weapon proficiency use the rules for not having a weapon

proficiency in RUE.


No bonuses for burst fire or aimed shots. Only get bonuses from WP's.


Called shot is 15+ to strike


Bursts are as follows

Short------ x2

Medium----- x3

Long------- x4

Full Melee- x6

No increase in burst damage or strike bonuses for using a machine gun/autocannon or gatling gun.



Ranged Combat Rogue - this represents Joe Average who essentially taught himself how to shoot by practicing and such. Can actually be taken as a secondary skill.


Level

1 - Burst Damage x2/x3/x4/x6

2

3 - +1 strike

4 - Coldcock

5 - Burst Damage x2/x4/x6/x8

6 - +1 strike

7 - Critical on Natural 19+

8 - Rapid Reload

9 - +1 Strike

10- Burst Damage x3/x5/x8/x12

11- Leading +1 strike moving targets.

12- +1 strike

13- Automatic Critical on surprise attack

14- Burst Damage x4/x7/x12/x15

15- +1 strike



Ranged Combat Infantry - this represents the training of a typical person in a military or mercenary force


Level

1 - Burst Damage x2/x3/x4/x6

2 - Coldcock

3 - +1 strike

4 - Rapid Reload, Leading +1 to strike moving targets

5 - Burst Damage x2/x4/x6/x8

6 - +1 Strike, Critical on natural 18+

7 - Snap Shot

8 - Leading +1 to strike moving targets

9 - +1 strike, burst damage x3/x5/x8/x12

10- Speed Load, Leading +1 to strike moving targets

11- Aimed short bursts

12- +1 strike, critical on natural 17+

13- Automatic critical on surprise attacks

14- Called shot is -3 to strike, burst damage x4/x7/x12/x15

15- +1 strike, double critical on natural 20



Ranged Combat Special Forces - this represents specialized training to be more effective with ranged weapons


Level

1 - Burst damage x2/x3/x4/x6, coldcock

2 - +2 initiative

3 - +1 strike

4 - Rapid Reload Leading +2 to strike moving targets

5 - Burst damage x2/x4/x6/x8, walking aim

6 - +1 strike, critical onnatural 18+

7 - +1 strike, snap shot

8 - +2 initiative, Leading +2 to strike moving targets

9 - +1 strike, burst damage x3/x5/x8/x12

10- +1 strike, automatic criticcal on surprise attacks

11- Aimed short bursts, Pinning fire

12- +1 strike, critical on natural 17+

13- +1 strike, called shot is -3 to strike

14- burst damage x4/x7/x12/x15, speed loading, +2 initiative

15- +1 strike, Double critical on natural 20



Ranged Combat Sniper (For non Sniper OCCs) - this represents the elite training with firearms for accuracy though not as specialized as a dedicated sniper.


Level

1 - Burst damage x2/x3/x4/x6

2 - Coldcock, leading +1 strike moving target

3 - +1 strike normal, +2 strike aimed

4 - Double Tap

5 - Critical on natural 19+, Burst damage x2/x4/x6/x8

6 - +1 strike normal, called shot is -3 to strike

7 - +1 strike aimed

8 - Leading Leading +2 to strike moving targets

9 - +1 strike normal, Burst damage x3/x5/x8/x12, Rapid reload

10- Automatic critical on surprise attacks

11- Aimed short bursts

12- +1 strike normal, double critical on natural 20, Leading +2 strike moving targets

13- +1 strike aimed

14- Burst damage x4/x7/x12/x15, Head shot

15- +1 strike normal, +2 strike aimed


See Rifter 11 for Cold Cock, Leading, Rapid Reload, Snap Shot, Walking Aim, Speed Load, Pinning Fire, Double Tap

and Head Shot



Robot/Vehicle/Aircraft Combat Training


If you have robot/vehicle/aircraft combat elite you automatucally get the basic version of it for free.


Elite level means you intimately know how to use a certain model or series of robots, vehicles or aircraft.


NOTE - this is separate from your HTH training and is only applicable when piloting the vehicle in question. It

doe NOT stack with your HTH training.


Basic


Level

1 - 4 attacks per melee

2 - +1 strike ranged, +1 strike HTH

3 - +1 dodge, +1 parry, +1 roll

4 - +1 attack, +1 initiative

5 - leading +1 strike moving targets

6 - +1 strike ranged

7 - +1 strike HTH, +1 initiative

8 - +1 attack, critical on natural 18+

9 - Leading +1 strike moving targets

10- +1 dodge, +1 parry

11- +1 strike ranged

12- +1 attack

13- +2 HTH damage

14- +1 strike HTH

15- Automatic critical on surprise attacks



Elite


Level

1 - 4 attacks per melee, +1 strike ranged, +2 dodge

2 - +2 strike HTH, +3 parry, +3 roll

3 - +1 attack, +1 initiative

4 - Leading +2 strike moving target

5 - +1 strike ranged

6 - +1 attack, Critical on natural 18+

7 - +1 strike HTH

8 - Leading +1 strike moving target

9 - +1 strike ranged

10- +1 attack, +3 HTH damage

11- +2 parry, +2 dodge

12- +1 strike HTH

13- Automatic critical on surprise attacks

14- +1 strike ranged

15- +1 attack, double critical on natural 20


These stats only pertain to when the character is in the robot/vehicle/aircraft and not out of it.



Note on Power Armours


You still must pick a power armour elite or basic traing as usual however elite just means you can use your full

ranged and HTH combat training and weapon proficiencies while using that power armour or series of pwer armour.

Basic means you get your full attacks but only half of your bonuses from ranged, HTH combat and weapon

proficiencies. This is of course only while you are wearing/in the power armour.

This also means that some "Power Armour" will in fact use Robot Combat Training not Power Armour Training (such as

the Terror Trooper and the Ultimax) since they are in fact piloted like Robots not Power Armour.