Someone who has a rifle and is aiming to get the accuracy bonus maintains that bonus even if he switches targets, so long as doing so does not require him to move the rifle to a new position to acquire the new target, without having to take an another round to aim again. So, if you are firing into a group of enemies from a kneeling position at 200 yards, you may continue to fire without losing the accuracy bonus, however you will incur the recoil penalties, and you will not gain the additional benefits of prolonged aiming (such as the additional damage from sniper rifles). However if he were to have to move the rifle, say to aim at an enemy who appears 40 yards away, he must aim once again to gain that accuracy bonus.
Fatigue Damage
In going over the rules created for fatigue damage when struck with Kinetic weapons in combat, the GM has decided that it was made a little too effective. The Rule will be maintained because it makes sense that even someone in advanced BA who gets hit with a hail of gunfire is going to regret the experience regardless if they aren�t in immediate danger of dying from it. So rather than taking every 6th pt of damage as fatigue damage, from now on every 10th pt will cause fatigue. This still makes it possible to subdue that Deadboy with an assault rifle on auto fire rather than have him wade through it with impunity, but less likely to happen on the opening round of a firefight. Additionally, the GM is open to suggestions and comments as always. Please re-acquaint yourselves with the fatigue rules on page 134 of the basic book when you have the opportunity.
Rules Interpretations
On page 203 you will find rules for hitting specific body parts, while
on page 202 you will see the effects of critical hits (critical hits
still can't be dodged, but they also have these additional effects if
they penetrate armor).
p>Rifts rules give a single value for armor to represent the total amount
of protection across the whole body. Here is how I am going to break it
down, and each of you is responsible for calculating these values for
your armor before the next game.
Torso = Base Armor Value
Helmet = 75% base armor Value for full visor helms, 50% base value for
open helms
Arms/Legs = 50% armor value
Hands/Feet = 25% armor value
Depleting the armor in any of these locations automatically destroys the
environmental seal on the armor itself. All armors from tech level 8+
are self sealing. At TL 8 the self-environmental seal is compromised in
any location when its value is reduced to 25% or less, above that it can
reseal damaged done to it. That value is reduced by 10% per TL until TL
11+ where all armors seal themselves completely until totally destroyed
in a given area.
RETREATING pg. 109
There is a new defense action that can be combined with other active
defenses called retreat. I want to make it clear that you can't retreat
from a missile attack. This option works because it could potentially
take you out of range of hand to hand attacks.
COVER and CONCEALMENT pg. 118
This is going to become important in the game. There is more than one
kind of cover, there is hard cover (the type that will actually stop an
attack) and then there is soft cover (where you are partially hidden,
but what you are hiding behind isn't going to stop an attack, like
bushes). Soft cover offers half the defensive adjustment (round down)
that hard cover offers. So if you have the choice of hiding behind a
broken brick wall or in some long grass during a firefight, choose well!
KNOCK BACK pg. 106
Any time a combatant receives 8 pts of damage from an attack he/she must
roll against dex to remain standing. For every multiple of 8, that
combatant receives a -2 to their dex roll (ie. no mod at 8 pts, -2 at
16, 14 at 24 etc) dropping all fractions. If a single combatant is
attacked twice for more than 8 pts, this will require individual rolls
(individual bursts from the same attack action are considered to be one
attack). This will force a concentration roll if the combatant is a
spell caster working on a spell with the same penalty that is applied to
dex, and will automatically spoil an aiming action. If the combatant is
knocked into a solid object see page 90 for the damage chart used as if
that combatant had been thrown into that object. If the combatant is
simply knocked to the ground, no additional damage is rolled, being
prone in the middle of a fight is penalty enough!