deadball combat mechanics

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Axelmania
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Joined: Sun Dec 27, 2015 1:13 pm

deadball combat mechanics

Unread post by Axelmania »

Was thinking about this weapon from Juicer Uprising and what people's thoughts were on some issues, namely with the vibro-deadball.

1) should there be any added strike roll after hitting your target to see if you bounce it back to yourself successfully?

2) should there be a parry roll followed by a grab roll (per N&SS guidelines on how to catch objects thrown at you) to see if you catch it if you do manage to bounce it back?

3) if the target dodges, is it feasible that it could still bounce back to you? It seems unpredictable, but then, targets also could move unpredictably even while failing to dodge it, altering the angle of impact, which could throw off its return trajectory

4) would it be possible to parry these? I forget what rules are in Rifts/RUE for parrying thrown objects, I figure it would be somewhat difficult

5) if someone had paired weapons, could they do a twin parry with a weapon in 1 hand but then an unarmed parry in the other, so that they could first impact the vibro-deadball with something MDC (causing the spikes to retract) and then parry + grab the ball so as to prepare to throw it back?

6) could someone holding a deadball use it to parry weapons? How difficult would that be?

7) How much MDC should vibro-deadballs have, assuming they have it like other vibro-blades.

8) could someone with paired weapons throw 2 vibro-deadballs simultaneously?

9) how much skill would it take to hack a vibro-deadball to make it so that the blades came out after the first bounce instead of after the first throw?

10) what WP skills would give bonuses to this? Targeting? WP Deadball doesn't give strikebonuses, it just mitigates otherwise massive penalties for richocheting.
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