TEXT: Melee Combat Steps
  Step 1: Determine Initiative
  - Whoever rolls highest has initiative for the Melee Round (15 seconds)
  - Re-roll in case of tie
  - Initiative is re-rolled each melee round.
  Step 2: Attacker rolls to strike
  - Roll a 20 sided die, add strike modifiers
  - Roll 5 or above to hit after adding +Strike bonus
  - If it is a hit opponent has the opportunity to Parry or Dodge
  - Roll of Natural 20 is always a hit and a critical strike (double damage)
  - Roll of Natural 1 is always a miss regardless of modifiers.
  - If defender also rolls a natural 20 on a parry or dodge then defender wins.
  - Defender always wins ties.
  Step 3: Defender May Parry, Dodge or Entangle or Strike Simultaneously
  - Characters receive Automatic Parry with any h2h Combat Skill and can attempt a Parry roll without 
  using up a melee attack.
  - Roll your parry and add parry modifiers opposed by attackers initial strike roll.
  - Parry blocks melee attack and prevents damage.
  - Parrying bare-handed is done without parry bonus
  - Defending by Dodging or Entangling consumes your next melee attack.
  - Entangle means the character pins or ensnares opponents weapons or arms.
  - Characters with Automatic Dodge can attempt a dodge roll without using up a melee attack.
  - You can only defend against attacks within line of vision.
  - A Simultaneous Strike can only be done if the defender has an action free this melee. The defender      
  gives up his chance at defense and instead attacks the attacker back at the same time depriving him of   
  his defenses as well. This costs your next melee action.
  Step 4: Attacker Rolls Damage
  - If strike was successful then roll damage and add modifiers from Hand 2 Hand, Physical Skills and 
  high P.S.
  - All bonuses are cumulative
  - Critical strikes do double damage, combined critical strikes like a Nat 20 & a Jump Kick so triple 
  damage.
  Step 5: Defender May Roll With Impact
  - If the attack is physical then the defender may choose to roll with the impact to half the damage.
  - 1d20 and match the attackers strike roll.
  - This cost a melee attack action.
  
  Ranged Combat Steps
  Step 1: Determine Initiative
  - Whoever rolls highest has initiative for the Melee Round (15 seconds)
  - Re-roll in case of tie
  - Initiative is re-rolled each melee round.
  Step 2a: Attacker rolls to strike
  - Roll a 20 sided die, add strike modifiers
  - Roll of an 8 or higher is needed to hit
  - Roll of Natural 20 is always a hit and a critical strike (double damage)
  - Roll of Natural 1 is always a miss regardless of modifiers.
  - If defender also rolls a natural 20 on dodge then defender wins.
  - Defender always wins ties.
  Step2b: Bonus Modifiers (Only these modifiers are applied for ranged combat)
  - W.P. Bonus (p360 RUE)
  - Aimed Shot: +2 to strike, takes 2 melee actions, cannot be done with a burst or shooting wild.
  - Called Shot: Must announce target, takes 2 melee actions, -3 or -4 to strike due to size of target, cannot be done
  with burst or shooting wild.
  - Called Aimed Shot: Takes 3 melee actions, +2 to strike, -3/-4 to strike due to size of target
  - Rapid Fire Pulse: 3-4 rapid blast counts as one large blast. One melee action. On an aimed or called shot the 
  strike bonus is reduced by half.
  - Dual, Double, Twin Blasts: One Melee action, usually from double barrel guns or combat vehicle/robot.
  Step 2c: Penalty modifiers
  - Shooting Blind: -10 Strike
  - Shooting Bursts: Reduce W.P. Bonus by half. If no W.P. Bonus then -3.
  - Shooting Wild: -6 to strike when terrified, angry, enraged, panicked, drunk shooting from moving vehicle, 
  running, dodging, falling, hanging upside down, ect.
  - Shooting at a moving Target: -1 to strike for under 32km/h and -1 for each additional 80km/h, additional -1 if 
  target taking evasive action.
  - Shooting behind cover: If partially seen or periodically appearing then a Called shot is needed. If completely 
  concealed or covered then no attack possible,
  - Shooting beyond Effective Range: Up to 30% beyond max range at -5 strike.
  - P.P. Bonus not applied to shooting a gun
  Step 3: Defender May Dodge
  - Defending by Dodging consumes your next melee attack.
  - Characters with Automatic Dodge can attempt a dodge roll without using up a melee attack.
  - You can only defend against attacks within line of vision.
  - Dodge made at a -10 for being with10' of shooter
  - Dodge made at -5 if within 50' of shooter
  
  Missile Combat
  To-Hit: Any roll above a 4 hits unless dodged or the missile is shot down. Very few things provide 
  strike bonus.
  W.P. Heavy Mega-Damage Weapon: Provides strike bonus to mini-missiles.
  Direct Hits: Does full damage, a volley of direct hits each do full damage
  Blast Radius or Near Miss: Half damage, can be reduced by half again if player makes his roll with 
  impact.
  All missiles always strike the main body.
  Natural Twenty: Always hits and does double damage (triple for armor piercing)
  Missile Volley: Counts at one melee actions, one strike roll. A near miss may do blast radius damage.
  Avoiding Damage
  Dodge: Can dodge 1-3 missiles, but not volleys of 4 or more simultaneously.  Small blast radius can be 
  dodged with a single dodge action (under 12 feet).  To dodge higher blast radius’s and NOT take 
  damage GM can either make them roll successful dodge rolls or one dodge roll as 2 melee actions.
  Roll with impact to reduce damage: May be attempted whenever struck with impact or explosive. 
  Meet or better attack roll or get a 14 or higher on non-attack rolls.
  Can Sacrifice Bionic or Robotic arm: Can choose to block with a M.D.C. Arm to block damage from
  main body, if arm is not destroyed roll on the Optional Critical Damage Table for arms.
  Shooting Missiles: Must have an attack available that melee round. Can only shoot one or two missiles
  (GM Discretion and each used a melee attack action up)
  If one missile in a volley is destroyed:
  •
  01-30% - Takes another missile with it.
  •
  31-60% - Half the missiles are destroyed, if only two then both are.
  •
  61-100% - All missiles in the volley explode before impact. No damage.
  Missile Types
  Armor Piercing Explosives: 3-10' radius. Inflict double damage on a strike roll is 18, 19 or 20 
  including bonuses. Triple damage is done on a natural 20. Blast radius damage is not multiplied.
  Fire retardant missiles: Chemical foam that puts out fires, 20-100' radius.
  Fragmentation explosives: Less damage, but larger blast radius.
  High explosive: High damage, low blast radius.
  Plasma & M.D. Fire: Flash-burns plant matter. Hit-point and S.D.C. Creatures are incinerated. Does 
  not start fires, heat too intense.
  Smoke: Used for cover or to mark zones.
  Mini-Missiles: Not guided. Needs a strike roll and all either directly strike or miss.
  
  Saving Throws
  Saving Throw
  Target
  Added bonus
  Note
  Coma/Death
  Under character coma %
  P.E. vs Magic
  Drugs/Toxins
  15
  P.E. vs Magic
  Non-lethal Poison
  16
  P.E. vs Magic
  Lethal Poison
  14
  P.E. vs Magic
  Curses
  15
  P.E. vs Magic
  Magic
  12
  P.E. vs Magic
  Ritual Magic
  16
  P.E. vs Magic
  Magic Circles
  13
  P.E. vs Magic
  Magic Wards
  13
  P.E. vs Magic
  Magic Fumes
  14
  P.E. vs Magic
  Faerie Magic
  16
  P.E. vs Magic
  Insanity
  12
  M.E. vs Insanity
  Psionics
  15
  M.E. Vs Psionic Attack
  For Non-psions
  Psionics
  12
  M.E. Vs Psionic Attack
  For Minor-psions
  Psionics
  10
  M.E. Vs Psionic Attack
  For Major-psions
  Psionics
  6
  M.E. Vs Psionic Attack
  For Psi-Stalkers
  Horror Factor
  vs Horror or Awe factor
  Mind Control
  Use appropriate save and add this bonus, be it Psionic, Magic ect
  Possession
  vs Possessing roll
  Disease
  Based on which disease
  Pain
  14
  p132 N&S
  
SOURCE: textdata/thevault/RIFTS/RIFTS (palladium)/3rd Party/Rifts - Combat Rules Netbook.pdf