On this page are alternate rules concerning various rules for Rifts games. You can use them, you can not use them but they are listed for your use.
Date in Parentheses () is last date modified or when the file was added to the website.
Rifts Earth:
Extended Range Rules by
Mischa. (08/19/2001)
Some relatively simple rules to extend the range of weapons with increasing penalties
as the range increases.
General Detection Penalties by
Kitsune . (12/18/1998)
Some relatively simple rules to govern the detection of targets and has a special
section for stealth vehicles. These rules can be used for all of Palladium Games set in
modern or high tech settings.
Learning Spells by
Kitsune . (09/10/2000)
Set of rules to guide the time a mage requires to learn new spells. Designed to be
both quick and simple. These rules can be used for all of Palladium Games setting that
have magic within them.
Missile Blast Damage by
Kitsune . (01/28/1999)
Simple rule governing missile blast radius and damage while still being fair and
balanced.
New Aircraft Maneuvers
by Kitsune . (07/14/2001)
These rules give new maneuvers for aircraft.
Raising P.P.E. through Ritual
by Kitsune . (12/30/2001)
Rules for Spell Casters to gain more magic energy by the use of Rituals. Some rituals are
fairly benign while others are considered quite evil.
Revised bomb and missile table (Hosted at Section 7) by
Chris Curtis, Mad Dog, and Kitsune .
Revises the damage and ranges of missile in Rifts. It also adds special warheads for both
missile and bombs, and special rules concerning nuclear warheads, and rules concerning missile
guidance systems.
Silver Rounds vs Supernatural
by Kitsune . (11/10/2001)
These rules are for special effect of silver rounds against supernatural beings.
Phase World:
Force Fields & Disruption Weapons by
Kitsune . (02/06/1999)
These are general rules to explain certain situations with shield disruption
style weapons. They prevent force fields as being reduced greatly in usefulness
while still keeping shield disruption style weapons are useful
Phase World Background Skills by
Kitsune . (06/12/1998)
While the Phase World Gamebooks do not give beings from advanced areas any
background skills, it is logal that they would have some due to the fact that
people from the NGR and the Republic of Japan do so this is a list of background
skills for Phase World.
Realistic Space Maneuvering by
Kitsune and Mischa. (09/24/2000)
There are many people who have an unclear idea about how vehicles ships maneuver in space.
These opinions are often based on Star Trek, Star Wars, and other similar programs. This discussion
is designed to straighten out information on this.
Revised Rules on Robotech/Macross Heavy Particle Beam Strikes by
Kitsune . (04/08/1998)
These rules allow Phase World ships with heavy shields to protect themselves
from the Robotech and Macross heavy particle beams as well as allowing
large ships to make partial dodges to survive a particle beam blast even
if they are too large.
Revised Starship Rules for Phase World by
Kitsune . (01/28/1999)
The speed of starships in Phase World are so slow that it would take
a starship years without using its FTL engine for travel from the Earth
to Mars and Phase World Starships would be defeated by any Robotech or
Macross starship without being able to fire a shot. These rule address
these problems.
Acceleration Spreadsheets (Zipped) by
Kitsune . (01/01/1999)
Spreadsheets to make for easier calculations of starship speeds for
Phase World or Mutants in Orbit. the Acceleration spreadsheet is meant
for vehciles that accelerate in G and Combat Acceleration is mean for
starships that accelerate in percentages of light. They are saved in
Excel, Lotus, and Qpro versions. They were originally written in Qpro
Starship Classes for Phase World by
Kitsune . (03/04/2001)
To clear up what a starship of a specific size should be called, the Author
have created a list of starship sizes and classes. This list includes
both carriers and ships of the line.
T.W. costs for large vehicles & Special TW Equipment for P.W. Starships by Kitsune . (08/12/2000)
Many people have stated that the costs of Technowizard Enchantments should not be the same for large
ships as it is for fighters and other small vehicles. Because of this, I came up with some optional rules
that are useful in both Phase World and on Rifts Earth that increase P.P.E. costs. Also list includes special
technowizard equipment for Phase World starships and how to calculate the cost of P.P.E. Generators.
UFO Intruder Vessel Revisions by Kitsune . (10/06/2001)
The UFO Aliens are meant as a major menace for phase world. The problem is that the statistics for their equipment do not show them to be as powerful as they are descibed as being. The second problem is that the abilities descibedn under UFO alien vessels simply do not mesh with the revised starship rules created by the author. These revisions are designed to solve both problems.