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.
E-Clip Rules by
Kitsune . (08/31/2005)
Some relatively simple rules to convert the use of E-clips from a number of shots per
weapon to use a set number of charges.
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.
Holy Water Paintball Rounds by Kitsune . (10/15/2007)
Rules for special rounds against vampires.
Iron Heart Vehicles (Revisions) by
Kitsune . (04/06/2009)
A variety of revisions to Iron Heart Industries' vehicles to make them more like modern
vehicles, make them more playable, and make them more useful.
Learning Spells by
Kitsune . (03/18/2012)
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.
Modified Vampire Rules by Kitsune . (10/15/2007)
Slightly modified rules revising treatment of holy water and holy symbols with vampires.
Non-Human Zombies and Mummies by Kitsune . (10/13/2008)
Palladium fantasy and Rifts only describe Zombies and Mummies of basic human origin.
There are many other possibilities including monster races and animals. This is a list of
just a few alternate mummy and zombie type.
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 by Chris Curtis, Mad Dog, and Kitsune (10/25/2009)
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.
Revised Pre-Rifts Timeline
by Kitsune & Mischa. (06/27/2003)
Time for Pre-Rifts created by Kitsune and Mischa designed to fit inot the timeline the various
creations on the website and to better explain the Pre-Rifts events.
Silver Rounds vs Supernatural
by Kitsune . (11/10/2001)
These rules are for special effect of silver rounds against supernatural beings.
Supernatural Zombies and Mummies by
Kitsune . (11/28/2008)
Palladium fantasy and Rifts only describe Zombies and Mummies of basic human origin.
In addition to using other humanoid races and animals, some supernatural creatures make extremely dangerous mummies and zombies.
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 (Inertia Based) by
Kitsune . (01/20/2006)
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.
Revised Starship Rules for Phase World (Inertia-Less) by
Kitsune . (01/20/2006)
Alternate rules for starships which are less realistic but are less complex to use.
Very similar to original revised starship rules but are simplified.
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.
Starship Ice Armor
by Kitsune . (12/06/2011)
An interesting tactic is to put ice on a relatively large starship to be able to withstand
additional damage. Useful for both cruisers and battleships.
T.W. costs for large vehicles & Special TW Equipment for P.W. Starships
by Kitsune . (03/18/2006)
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, these 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, Techno-Wizard sensors 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 described 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.