ZorValachan wrote:R:UE separates Hand to Hand combat (up close and personal) from Ranged Combat. HTH starts on pg 339 and describes everything for fighting up close and personal (swords, knives, fists, etc.). It has BIG Letter heading type for Hand to Hand Combat. In this section the HTH terms are listed and simo attacks are explained. After this section is one on HP/SDC and MDC, where they are explained and after that healing and surviving MDC damage section. After that section on page 360 there is a BIG letter heading type for Ranged Combat. This section explains all the rules for ranged combat (guns and missiles each have their own sub-section). It states that these Ranged rules were made in Splicers and BTS-2 and now imported into Rifts. The Ranged Combat has a list of terms also, some (such as Attacks per Melee) are repeated. Simo attacks is NOT repeated. This can be taken that simo attacks are for HTH up close and personal combat and not for Ranged Combat.
Rogue_Scientist wrote:I agree with your interpretation.
I also probably wouldn't allow simultaneous attacks on the first attack of a melee round (because I think the argument about initiative, above, is well taken), on sneak/surprise attacks, or on attacks from behind.
Balabanto wrote:Simo attacks aren't worth it unless YOU have paired weapons. If YOU do, and he doesn't, you can parry his incoming attack while you smack him for free. The key to winning combats in Rifts, because damage values are so absurd, isn't damage dealing. It's action denial or making other people WASTE actions. It's not misinformation. It's tactical analysis. Sorry to burst your bubble, but damage trade-offs where you think you can take more damage than him are wasteful in Rifts, because armor repair is expensive and parrying isn't. Even if the other guy has paired weapons also, unless he's a monster of the midway and better than a PC, and you'll find that out in the first exchange, it's worth it to take the risk under those conditions.
Flat Damage tradeoffs, unless you're sure you do more damage than the other guy, are a colossal waste. Every thing that hits you costs you money unless you've got big...force fields, or you have a ton of regeneration. In general, we learned as a group that simul attack really only works for a guy who has two good weapons, like a cyberknight, and the ability to use them. For everyone else, it was a swift trip to the armor shop.
This is for all three of you;
R:UE pg. 362 "
GUN TERMS - Attacks per Melee: Each individual shot/counts as one melee attack." We now have a basis here; these
count as melee attacks. That alone qualifies them for anything a close-up melee attack can be used for, but I will go further.
R:UE pg. 348 "
Hand to Hand: Assassin ...
Level 8: +1 to strike with guns... ...
Level 11: +1 to strike with guns... ...
Level 15: +1 to strike with guns..." This is a
hand-to-hand skill, and it gives bonuses to ranged combat. Or rather;
melee combat.
R:UE pg. 347 "
Simultaneous Attack: Instead of defending with a parry, dodge..." Both parry and dodge can be performed against ranged attacks. This clearly states that you can perform a simultaneous attack instead of those other two options. It also holds no disclaimer that you must be holding a traditional 'melee' weapon such as a sword, club, or knife, etc.
R:UE pg. 346 "
Melee or Melee Round" This is all there is. There is no 'ranged round', which infers that all combat is melee - which it is.
Etc...
Simultaneous attack is available to gunfire in all cases as far as the rules are concerned in Rifts. Given the possibility for abuse, I'm hoping your senses of logic and rules mechanics are as offended as my own.