Doing it all over again

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Doing it all over again

Unread post by Jefffar »

Doing it all over again

In the years since I first picked up the Rifts Main Book, my understanding of weaponry and weapons technology has grown. The result has been a hodge podge of house rules and re-statting of material from the books.

As a creative exercise I decided to present some ofmy supplemental rules. I also present some equipment and items with descriptions modified to mesh with my supplimental rules so that you might see how these rules would have changed the game.

Some of what you see here will be a modification of the existing, some of it will be a clarification of the existing and some of it will be entirely new creation. All items presented for stats are part of the “First” generation of Rifts – the early books, before the Coalition’s technological revolution for CS War Campaign.

Only places where the modified stats or rules are different are included here. Assume any omissions from this document remain the same as they were in the original book.

All appropriate trademarks are copyright of Palladium books and no intent to infringe upon those copyrights is had.
Last edited by Jefffar on Mon Mar 20, 2006 6:46 pm, edited 3 times in total.
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Hitting with Ranged Weapons

Unread post by Jefffar »

Hitting with Ranged Weapons

To Hit Number: Not so much a new rule, as a clarification for understanding later rules. The To Hit Number is the number that must be beaten to hit the target. If the target is dodging or parrying, the to hit number is the total of the target’s dodge or parry. Modifiers to strike, parry and dodge all apply in finding the To Hit Number. Use the highest To Hit Number in any given set of circumstances.

Base to Hit Numbers by Range:
Close Range: Melee – 60 ft (20 m): 5
Short Range: 60 – 300 ft (20 – 100 m): 8
Medium Range: 300 – 1500 ft (100 – 500 m): 11
Long Range: 1500 – 3000 ft (500 – 1000 m): 14
Extreme Range: 3000 – 6000 ft (1000 – 2000 m): 17
Each additional 3000 ft (1000 m): +1 to To Hit Number

For example, when attacking a target at short range the To Hit Number would be 8. If the target tried to dodge and rolled a 10 the To Hit Number just to hit the main body would be 11.

Guided Projectiles, Weapon Systems and To Hit Numbers: When using a guided projectile (i.e. a missile) or a computer aided targeting system (which requires a successful Weapon Systems skill check) treat the base To Hit Number as being 2 range bands closer. For example a target at 250 metres is normally a base To Hit Number of 11. With a guided projectile the To Hit Number is a 5.
Last edited by Jefffar on Mon Mar 27, 2006 2:06 pm, edited 4 times in total.
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Modifiers to Hit

Unread post by Jefffar »

Modifiers to Hit

Attribute Bonuses:
The bonus to strike from Physical Prowess applies to modern weapons except for self guided weapons (i.e. missiles) or missiles being used in conjunction with the Weapon Systems Skill.

Aimed Shot:
If a shooter spends an extra melee action aiming before firing, they receive a +2 to strike the target. The extra melee action to aim must be the melee action immediately prior to shooting. The Aimed Shot can be combined with any ranged attack including thrown weapons, bow, crossbow, slings, pistols, rifles, energy weapons and heavy weapons. The Aimed Shot bonus can be combined with burst fire weapons. Weapons that have their own guidance (i.e. Missiles) can not be used with an aimed shot. Some weapons and circumstances only give bonuses when you can perform an aimed shot. If you cannot perform an aimed shot those bonuses will not apply.

Snipers:
Characters with the Sniper skill can produce a higher to hit bonus from their aimed shots. By waiting a full melee, the Sniper adds a +1 bonus to his strike above and beyond the Aimed Shot bonus. For each additional melee the Sniper waits, he can add an additional +1 bonus, up to a maximum equal to his ME bonus (minimum +1 bonus). If the character takes any other action other than aiming in those melee rounds, the bonus is reset to zero and the sniper must start all over again.

Cover and Concealment:
Cover is a physical barrier between you and an attack. Concealment is a visual barrier preventing the attacker from accurately discerning your location. Cover applies against area effect attacks, concealment does not. Cover becomes Concealment if the attacking weapon can pierce the cover and still attack.

Partial Cover (i.e. a waist high wall or a small shield): -2 to strike*
Full Cover (i.e. a wall with firing slit or a large shield): -4 to strike*
Total Cover (i.e. a thick wall between target and shooter): Impossible to hit.
*If the attack misses by the modifier from cover, the cover takes damage from the attack.

Partial Concealment (i.e. light fog, moonlight conditions): -2 to strike
Full Concealment (i.e. heavy rain, starlight conditions): -4 to strike
Total Concealment (i.e. blinding snowstorm, total darkness, invisible target): -8 to strike if you have any idea of where the target is. Impossible if no clue where the target is.

Target Size Modifier:
Depending on the size of the target it may be easier and harder to hit the target. Use the smallest sized “box” that the target will completely fit in to determine target size and the modifier to hit.

Rat Sized: Less than 1x0.5x0.5 ft (0.3x0.15x0.15 m): - 8 to strike*
Rabbit Sized: 1x0.5x0.5 ft (0.3x0.15x0.15 m): - 4 to strike*
Cat Sized: 2x1x1 ft (0.6x0.3x0.3 m): - 2 to strike*
Dog Sized Sized: 4x2x2 ft (1.2x0.6x0.6 m): - 1 to strike*
Man Sized: 8x4x4 ft (2.4x1.2x1.2 m): No modifier*
Car Sized: 16x8x8 ft (4.8x2.4x2.4 m): + 1 to strike
Trailer Sized: 32x16x16 ft (9.6x4.8x5.8 m): + 2 to strike
House Sized: 64x32x32 ft (19.2x9.6x9.6 m): +4 to strike
Barn Sized: 128x64x64 ft (38.4x19.2x19.2 m): +8 to strike
Larger than 128x64x64 ft (38.4x19.2x19.2 m): Double strike bonus for each doubling of size.
Sizes marked with an * require an aimed shot to hit when using a Heavy Weapon or anti-vehicle weapon.
Special: Long Targets – if a target is 5x or more longer than it is wide ignore the longest dimension in determining target size. Example a 100 foot (30 m) rope 2 inches (0.05m) thick would be considered a 2 inch (0.05 m) target, a -8 to strike instead of a +1.

Called Shots:When making a called shot, make sure to use the specific target’s target size modifier rather than the target size modifier for the overall target.

Moving Targets and Moving Shooters:
It’s harder to hit a target that’s in motion. It’s also harder to hit a target when you are moving. Penalties for moving shooter and moving target are cumulative. For example, a target moving at 15 mph is attacked by a shooter moving at 55 mph. The total negative to strike is -8.

Shooter or Target is stationary or walking pace: No penalty
Shooter or Target is moving at a running pace or less than 20 mph (32 km): -2 to strike
Shooter or Target is moving between 20 mph (32 km) and 50 mph (80 km): -4 to strike
Shooter or Target is moving between 50 mph (80 km) and 100 mph (160 km): -6 to strike
Shooter or Target is moving in excess of 100 mph (160 km): - 8 to strike.

Exception: When the target or the shooter’s movement is straight towards the target (i.e. shooting at a charging Rhino-Buffalo or a fighter using a nose mounted cannon) then the movement penalty is considered to be for a stationary target (i.e. the Rhino-Buffalo) or a stationary shooter (i.e. the fighter).
Exception: Stabilized Weapons: Some weapons may have a stabilized mount which reduces the effects of movement of the shooter. Stabilized weapons are treated as if the shooter was moving two categories slower. (i.e. a tank traveling 65 mph using a stabilized weapon only takes a -2 to strike).
Exception: Guided Weapons: Self-guided weapons like missiles ignore the shooter’s movement penalty and treat the target’s movement as 2 categories slower. For example a jet fighter traveling above the speed of sound attacks another jet flying the same speed with a missile. Normally it would be a total of -16 to strike, but instead it’s a -4.
Exception: Area Attacks – Such as a blast of buckshot or a missile with proximity fuze set – treat the target and the shooter’s movement as 2 categories slower.

Shooting an Area:
It is possible to attack a specific area rather than a specific target. Use the size of the area targeted to determine any modifiers to hit. Unless using an area effect attack (i.e. explosive shell or spray form an automatic weapon) targets within the targeted area are not hit.

Shooting Wild:
Shooting wild applies in situations where the shooter is in no condition to fire accurately. Shooting wild includes shooting while falling, tumbling, somersaulting or off balance. Shooting wild also includes shooting without a reasonable idea of where your target is. When shooting wild the shooter has NO BONUSES to hit. Natural rolls only.
Last edited by Jefffar on Mon Mar 27, 2006 2:09 pm, edited 2 times in total.
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Explosives

Unread post by Jefffar »

Explosives:

These rules applies to any explosive with a blast radius including canon shells, grenades, missiles, torpedoes, bombs and demolition charges. It does not apply to explosives without a blast radius such as Triax Pump Rifle rounds. This rule applies to SDC and MDC explosives.

1) The damage listed in the standard rules is damage for the first blast radius.
2) A target that takes a direct hit from an explosive weapon (or has a demolition charge placed on it) takes x5 the listed damage. Critical strike modifiers apply.
3) A target that has a demolition charge placed on it with a successful demolitions skill check takes x10 the listed damage.
4) For each blast radius beyond the first, divide damage by 10 until rolling single digit SDC damage.
5) Any increase in damage which allows an SDC attack to inflict 100 or more SDC at once can be considered to be an MDC attack.
6) Critical Strike damage only applies to a target that takes a hit. Damage in the blast radius is unchanged.
7) When using multiple explosive charges: Damage is cumulative. To determine the total blast radius use the highest radius explosive effect and adds 50% of the radius of each subsequent explosion.

Example: A light fusion block does 1D4x10 MDC with a 10-foot blast radius. If placed in contact with the target, the target takes 5D4x10 MDC. If a successful demolitions check is made the damage to the target is 1D4x100 MDC. All other objects within 10 feet of the fusion block take 1D4x10 MDC. All other objects within 20 feet of the fusion block take 1D4 MDC. All other objects within 30 feet of the fusion block take 1D4x10 SDC. All other objects within 40 feet of the fusion block take 1D4 SDC. If a second fusion block was added, the damage would be doubled and the radius would be increased to 15 feet, then 30 feet, then 45 feet and finally 60 feet.

Missiles:

Air to Ground Range: When a missile is fired from the air to a surface target, it’s effective range is doubled.
Ground to Air Range: When a missile is fired from the surface to an air target, it’s effective range is halved.

Mini-Missiles: Extremely short range and typically unguided, mini-missiles are typically carried to provide infantry, power armour and cyborgs quick and convineint anti-vehicle or area saturation firepower. Damages are by warhead type (listed below). Mini-Missiles can only carry light warheads. Range: Up to 4000 ft (1200 m). Speed: Mach 1. Mini-Missile: 1000 Cr ea plus warhead and features

Short, Medium and Long Range Missiles: Damages are by warhead type (listed below). Ranges: Short – up to 5 miles (8 km) Medium – up to 25 miles (40 km) Long – up to 125 miles (200 km). Double range with a Light warhead. Halve range with a Heavy warhead. Speed: Mach 1 with Medium warhead. Double speed with a Light warhead. Halve speed with a Heavy warhead. Costs: Short Range Missile: 10 000 Cr ea plus warhead and features Medium Range 100 000 Cr ea plus warhead and features Long Range Missile: 1 000 000 Cr ea plus warhead and features

Warhead Types:

High Explosive – Light: 1D4x10 to a 20 ft (6 m) blast radius. 1000 Cr ea
HE – Medium: 2D4x10 to a 40 ft (12 m) blast radius. 10 000 Cr ea
HE – Heavy: 3D6x10 to a 80 ft (24 m) blast radius. 100 000 Cr ea

High Explosive Armour Piercing (HEAP) – Light: 1D6x10 to a 10 foot (3 m) blast radius 1000 Cr ea
HEAP – Medium: 2D6x10 to a 15 foot (5 m) blast radius 10 000 Cr ea
HEAP – Heavy: 4D6x10 to a 20 foot (6 m) blast radius 100 000 Cr ea

HE-Fragmentation (HE-Frag) – Light: 6D6 to a 30 foot (10 m) blast radius 1000 Cr ea
HE-Frag – Medium: 1D6x10 to a 60 foot (20 m) blast radius 10 000 Cr ea
HE-Frag – Heavy: 2D6x10 to a 120 foot (40 m) blast radius 100 000 Cr ea

Gas, Smoke or Flame Retardant – Light: 15 foot (5 m) burst radius. 500 Cr ea for Smoke, Flame Retardant. Gas price varies.
Gas, Smoke or Flame Retardant – Medium: 30 foot (10 m) burst radius. 5000 Cr ea for Smoke, Flame Retardant. Gas price varies.
Gas, Smoke or Flame Retardant – Heavy: 60 foot (20 m) burst radius. 50 000 Cr ea for Smoke, Flame Retardant. Gas price varies.

Plasma – Light: 1D6x10 to a 20 foot (6 m) blast radius. 2000 Cr ea
Plasma – Medium: 2D6x10 to a 40 foot (12 m) blast radius 20 000 Cr ea
Plasma – Heavy: 4D6x10 to a 60 foot (18 m) blast radius 200 000 Cr ea

Tactical Nuclear (Tac Nuke) – Light: 2D6x10 to a 100 foot (30 m) blast radius. 100 000 Cr ea
Tac Nuke – Medium: 4D6x10 to a 1000 foot (300 m) blast radius 1 000 000 Cr ea
Tac Nuke – Heavy: 1D6x100 to a 10 000 foot (3000 m) blast radius 10 000 000 Cr Ea

Missile Guidance:
Guidance can be added to any of the missile types – for a price.

Guidance 1): +2 to strike – 10 000 Cr ea
Guidance 2): +4 to strike – 100 000 Cr ea
Guidance 3): +6 to strike – 1 000 000 Cr ea

Defensive Computer:
If equipped, the missile will attempt to dodge incoming attacks. Can only be added to missiles that are already guided.

Defensive Computer 1): 1 Dodge at +1 – 10 000 Cr ea
Defensive Computer 2): 2 Dodges at +2 – 100 000 Cr ea
Defensive Computer 3): 2 Dodges per melee at +4 – 1 000 000 Cr ea

Example missiles:

Mini-Missile, HEAP – Light, No Guidance: 1D6x10 to a 10 ft (3 m) radius, 4000 ft (1200 m) range. Mach 1, 2000 cr

Long Range Missile, Tac Nuke Heavy, Guidance 3, Defensive Computer 3: 1D6x100 to a 10 000 foot (3000 m) blast radius, 62.5 mile (100 km) range. Mach 0.5, +6 to strike, 2 Dodges per melee, +2 to Dodge, 13 million credits.
Last edited by Jefffar on Mon Mar 27, 2006 2:14 pm, edited 2 times in total.
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Rate of Fire

Unread post by Jefffar »

Rates of Fire from Weapon Descriptions:

Single Shot: This weapon may only produce a single shot per melee action

Semi-Automatic: This weapon my produce a single shot or a short burst as 1 melee action. It may produce a medium burst as 3 melee actions. It may not produce a long or heavy burst. Some weapons classed as Semi-Automatic in their statistic block are Fully Automatic but have a slower rate of fire.

Fully Automatic: This weapon may produce a short burst as 1 melee action. It may produce a medium burst as 2 melee actions. It may produce a long burst as 3 melee actions and it may produce a heavy burst as 4 melee actions. It may not produce a single shot.

Pulse Weapon/Burst Weapon: This weapon may produce a burst of a specific number of shots as listed in the description. The Pulse or Burst is treated as a fully automatic burst of the specified length.

Multi-barrelled Weapon: Each barrel may fire and hit simultaneously, multiplying the number of shots fired and the number of hits by the number of barrels. Some multi-barrelled weapons only fire multi-barrelled blasts. Weapon statistics will reflect this.

Weapons that fire multiple projectiles as a single shot: For example shotguns and the Glitterboy’s boom gun. These weapons are treated as firing a burst of the same size as the number of projectiles fire (i.e. a shotgun firing 9 buckshot pellets would fire a medium burst of 9 rounds). The number of actions required to fire the burst remains the same for the actual number of rounds fired (in this case 1 round fired, so a single shot).

In the case of a weapon which fires multiple projectiles a shot and multiple shots as a burst or multi barrelled weapon, use the number of shots fired to determine the length of time it takes to fire the burst (i.e. a semi-automatic shotgun firing 4 rounds would be a short burst). Use the number of projectiles coming at the target to determine the size of the burst for determining the number of hits (i.e. each of those 4 rounds has 9 pellets for a total of 36 pellets, making it a heavy burst).

Bursts:
Bursts are categorized by the number of shots fired. Depending on the accuracy of the shooter and the size of the bursts, additional rounds may hit the target. The maximum number of rounds that may hit the target is the number of rounds fired.

Short Burst: This is a burst of 2 to 5 shots. For each point the strike roll beats the To Hit Number, 1 shot hits the target. (i.e. 4 shot burst, To Hit Number is 12, strike roll is 14, 2 shots hit, 2 miss)

Medium Burst: This is a burst of 6 to 15 shots. For each point the strike roll beats the To Hit Number, 2 shots hit the target. (i.e. 12 shot burst, To Hit Number is 12, strike roll is 14, 4 shots hit, 8 shots miss)

Long Burst: This is a burst of 16 to 30 shots. For each point the strike roll beats the To Hit Number, 5 shots hit the target. (i.e. 30 shot burst, To Hit Number is 12, strike roll is 14, 10 shots hit, 20 shots miss).

Heavy Burst: This is a burst of more than 30 rounds. For each point the strike roll beats the To Hit Number, 10 shots hit the target (i.e. 60 round burst, To Hit Number is 12, strike roll is 14, 20 shots hit, 40 shots miss).

Called Shots and Burst Fire: When using a Burst attack to perform a called shot, resolve the attack as normal and score the normal number of hits against the target of the called shot. If there are still rounds unaccounted for after all the hits on the called shot target, divide the remaining number of rounds by half and compare the strike roll against the to Hit Number of the main body of the target.

Sprays:
Spraying an area is only possible with weapons that can fire a burst. The area effected by the spray is related to the size of the burst. A Short Burst can only affect a 10 foot (3m) radius. A Medium burst can only affect a 20 foot (6 m) radius. A Long Burst affects a 40 foot (12 m) radius. A Heavy Burst affects a 60 foot (18 m) radius.

When Spraying an area, the Shooter makes a strike roll against the To Hit Number of the target area as if making a strike roll as normal. Take the difference between the strike roll and the To Hit Number, and add 5 to it. All potential targets in the targeted area may defend against the new number as if it were a normal strike roll. All normal cover modifiers apply to the defenders. Concealment modifiers do not apply because the attack ignores if the target can or can not be seen.

The number of hits each target in the area takes is determined as if using burst rules except as follows: Each target hit in a Short Burst Spray only takes 1 hit. Each target hit in a Medium Burst Spray only takes 1 hit for each point the attack roll beat their To Hit Number. Each target in a Long Burst Spray takes 2 hits for each point the attack roll beat their To Hit Number. Each Target in a Heavy Burst Spray takes 5 hits for each point the attack roll beat their To Hit Number. The total number of hits can not exceed the total number of rounds fired. Hits are applied to the creature(s) that take the most hits first. In the case of a tie, determine randomly.

If a target caught in a spray is at least half as large as the radius of the spray (i.e. a target 10 feet (3 meters) long caught in the 20 ft (6 m) radius of a medium burst spray) it takes twice as many hits as normal.
Last edited by Jefffar on Mon Mar 27, 2006 2:17 pm, edited 1 time in total.
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Weapon Proficiencies and Weapon Systems

Unread post by Jefffar »

Weapon Proficiencies and Weapon Systems skills:

The Weapon Systems skill applies to weapons which are manipulated via a control panel or targeting computer (i.e. a tank’s cannon or a guided missile launcher). Hand held power armour and robot weapons (i.e. C-40R rail-gun being used by a SAMAS) can be used with the Weapon Proficiency instead of the Weapon Systems skill.

The Weapon Systems skill provides a bonus to strike equal of +1 at every odd numbered level. A successful Weapon Systems skill check (requiring a melee action) is required to prepare a weapon to receive that bonus. This check must be re-rolled every time the Weapon System operator wishes to switch weapons or targets. Failing or skipping the check forces the operator to shoot without the Weapon Systems skill bonus to hit, and without any bonuses from targeting computers or using guided missiles.

Any combat vehicle that permits an operator to track multiple targets can have those targets programmed into the targeting computer by having a crew member make a successful Weapon Systems skill check (and using 1 melee action) for each target, up to a maximum of the number of targets the system can hold. This will save the operator from having to roll Weapon Systems again when switching targets (but not weapon systems). In multi crewed vehicles one individual often devotes their time to programming targets into the computer so the gunner can pick off targets rapidly. If a target is not in sight a read sensors skill check (again another melee action) must be completed first.

Some systems allow one targeting system to share targeting information with multiple allied targeting systems, making it easier for those other units to lock on. This target sharing requires a successful skill check in the appropriate communications skill (typically Radio or Laser) and 1 melee action to share all targeting data. Systems able to share targeting data in this way will mention the ability in the description.

Some systems allow multiple targets to be locked on to with a single Weapon Systems roll (and therefore a single melee action). The system must have successfully located all targets to be locked onto with its sensors. These systems will mention the capability, and the number of targets which may be locked onto this way in their description.

The Weapon Proficiencies skill applies to those weapons which are manipulated directly (i.e. a sword or a rifle). Modern Weapon Proficiencies gain a +1 to strike at 1st level and every 3rd level thereafter.

Modern Weapon Proficiencies: In my system there is a simplified list of Modern Weapons Proficiencies. The Modern Weapon Proficiencies are:

W.P.: Handgun – Includes Revolvers, Pistols and Machine Pistols
W.P.: Carbine – Includes compact longarms like Sub-Machineguns and Carbines
W.P.: Longarm – includes full sized long arms like rifles and shotguns
W.P.: Heavy Weapon – includes all heavy duty infantry support weapons.

Weapon Specialities:
In addition to the Weapon Proficiency and Weapon Systems skills, characters can select specialities with a particular sub-class of weapon. Each weapon will likely have multiple specialities applicable to it. Each applicable speciality when using a particular weapon adds a bonus of +1 to strike. These bonuses apply to the W.P. and the Weapon Systems skills, if the character can not apply their bonus from W.P. skill (i.e. wrong class of weapon) or Weapon Systems skill (failed skill roll) they do not get the bonus from the Weapon Specialities.
Some Weapon Specialties refer to a specific rate of fire (i.e. semi-automatic or fully automatic). The bonus from these weapon specialties refer only to using a weapon in that mode. For example a specialty bonus for using semi-automatic rifles only applies during semi-automatic fire. If the character switches to fully automatic he looses the bonus to hit.

Weapon Specialties include:

Anti-Materiel Rifle (Requires W.P. Heavy and W.P. Longarm)
Ballistic Weapons (Requires at least 1 W.P. or Weapon Systems Skill)
Energy Weapons (requires at least 1 W.P. or Weapon Systems Skill)
Grenade Launchers (requires Ballistic Weapons Specialty and W.P. Heavy Weapon or Weapon Systems)
Ion Weapons (requires Energy Weapons Specialty)
Laser Weapons (requires Energy Weapons Specialty)
Machineguns (requires Ballistic Weapons Specialty and W.P. Heavy Weapons Weapon Systems)
Missile / Rocket Launchers (Requires W.P. Heavy Weapon or Weapon Systems Skill)
Mortars (requires Ballistic Weapons Specialty and W.P. Heavy Weapon or Weapon Systems)
Particle Beam Weapons (requires Energy Weapons Specialty)
Plasma Weapons (requires Energy Weapons Specialty)
Rail-guns (requires Ballistic Weapons Specialty)
Shotguns (requires Ballistic Weapons Specialty and W.P. Carbine or W.P. Longarm)
Triax Pump Weapons (requires Ballistic Weapons Specialty and W.P. in Handgun or Longarm)

Single Shot Pistols (All handguns that have no magazine, includes multi-barrel pistols with only 1 round per barrel, requires W.P. Handgun)
Revolver (All handguns using a revolver magazine system, requires W.P. Handgun)
Self-loading Pistols (All handguns capable of semi-automatic fire, requires W.P. Handgun)
Machine Pistols (All handguns capable of fully automatic fire, requires W.P. Handgun and a specialty with Self-loading Pistols)
Single Shot Carbines (All compact longarms that have no magazine. Includes multi-barrel weapons with only 1 round per barrel, requires W.P. Carbine)
Manual Action Carbines (All compact long arms using a bolt action, pump action or similar manual action principle, requires W.P. Carbine)
Self-loading Carbines (All compact long arms capable of semi-automatic fire, requires W.P. Carbine)
Sub-machineguns (All compact long arms capable of fully automatic fire, requires W.P. Carbine and a specialty with Carbines)
Single Shot Longarms (All longarms that have no magazine. Includes multi-barrel weapons with only 1 round per barrel, requires W.P. Longarm)
Manual Action Longarms (All long arms using a bolt action, pump action or similar manual action principle, requires W.P Longarm)
Semi-automatic Longarms (All longarms capable of semi-automatic fire, requires W.P. Longarm)
Automatic Longarms (All compact long arms capable of fully automatic fire, requires W.P. Longarms and a specialty with Semi-automatic Longarms)

Specific Model (Special): Select a specific model (i.e. C-10 laser rifle or NG Super laser pistol and grenade launcher) in which the character has an applicable W.P. or Weapons System skill and an applicable Weapon Speciality. Character now has an extra +1 to strike when using that particular model.
Last edited by Jefffar on Mon Mar 27, 2006 2:18 pm, edited 2 times in total.
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Energy Supplies

Unread post by Jefffar »

Energy Supplies for Energy Weapons:

Energy weapons, and weapons that rely upon energy sources to provide or enhance their damage doing capabilities (like rail-guns) need a source of energy. Most often this energy is provided in the form of replaceable batteries or through a permanent power source. Below are some of the most common power sources and a list of the amount of power they can supply (listed as Charges). Energy using weapons will list the number of charges they consume in each shot. When an energy source can not provide the full number of charges for the shot, the shot fizzles.

Energy Clips (AKA E-Clips): E-clips are compact high capacity batteries that slide in and out of weapons Changing an E-Clip is a single melee action.
Pistol E-Clip (Short): 20 Charges Cost: 3000 credits new, 750 credits to recharge Weighs .4 lb (.18 kg)
Pistol E-Clip (Long): 30 Charges Cost: 4000 credits new, 1000 credits to recharge Weighs .5 lb (.23 kg)
Rifle E-Clip (Short): 40 Charges Cost: 6000 credits new, 1500 credits to recharge Weighs .8 lb (.36 kg)
Rifle E-Clip (Long): 60 Charges Cost: 8000 credits new, 2000 credits to recharge. Weighs 1 lb (.45 kg)

CS Energy Canister (AKA E-Can): 120 Charges. Cost: 10 000 credits new, 3000 credits to recharge. Made only by the CS. Weighs 2 lbs (.9 kg) Changing an E-Can is 2 melee actions.
CS Energy Canister Pack (AKA Can-Pack): Special back pack mounting 2 E-Cans connected by a cable to the weapon. Each E-Can is drained separately, it requires 1 melee action to switch which E-Can the pack is feeding from E-Cans can be removed and replaced from the Can-Pack with 2 melee actions. The Can-Pack can only be sued with second generation CS weapons. Cost: 2000 credits plus cost of the E-Cans. Weighs 2 lbs plus weight of the E-Cans.

Energy Packs: Energy Packs are regenerating power supplies connected to powerful capacitors. The capacitors store the energy generated and provide this energy to the weapon connected at the end of a power cable. As energy is depleted from the capacitors the Energy pack recharges the capacitors slowly. Disconnecting or connecting a weapon to an Energy Pack requires 1 melee action. Swapping connections between two Energy Packs requires 2 melee actions. Typically only heavy energy weapons can connect to an E-Pack
Energy Pack (AKA E-Pack): Capacitor holds 240 Charges. Recharges self at rate of 24 charges a melee. Will recharge a total 2400 charges before needing an overhaul. Cost: 40 000 credits new or 20 000 credits to overhaul. Weighs 10 lbs (4.5 kg)
Northern Gun Miniature Energy Pack (AKA NG Mini-Pack): Capacitor holds 120 Charges. Recharges self at a rate of 12 charges per minute. Will recharge a total 1200 charges before needing an overhaul. Proprietary Northern Gun System, can only fit NG weapons. Cost: 20 000 credits new, 10 000 credits to overhaul. Weights 3 lbs (1.4 kg)


Nuclear Power Supply: Typically mounted in vehicles but occasionally used in man portable Power Packs, nuclear power supplies provide a constant high power output. This output is measured in Charges per Melee and is shared by all energy weapons attached to the power supply. On certain vehicles other features (such as high powered thrusters) may also drain power from the available supply. Disconnecting or connecting a weapon to a nuclear power supply counts as 1 melee action.

Power Pack: A man-portable nuclear generator which provides a constant flow of energy for energy weapons. Charges per Melee: 180. Weight: 60 lbs (27 kg). Cost: 80 000 credits. Payload: Will function 24/7 for 1 year. Keeping the system powered down most of the time may extend this duration up to 5 years. Power Packs would be more popular except they are heavy, expensive, and tend to explode if their core is breached.
Last edited by Jefffar on Mon Mar 27, 2006 2:20 pm, edited 1 time in total.
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1st Gen CS Equipment

Unread post by Jefffar »

First Generation Coalition Equipment:
To show how my modified rules set would work out into game statistics, I decided to present the First generation of Coalition Equipment done to my game stats and with a few clarifications or modifications made along the way. Only a handful of items are truly new or feature drastic changes. Assume the standard book description except where I have otherwise indicated.

Some items may appear in this section that are from later books. These items are chosen because I feel that they would have been in Coalition service at or about 100 PA.

CS Infantry Weapons:

C-10 Laser Rifle:
This is an older style laser rifle that is no longer in service with the infantry, but still popular with internal security units. The type does have superior accuracy when used in conjunction with an advanced targeting system. This quality makes it a prized weapon for snipers, marksmen and others who need precision fire over mass firepower.
Weapon Type: Energy Longarm – Laser
Rate of Fire: Semi-Automatic
Energy Consumption: Each blast uses 2 charges
Payload: 1 Rifle E-Clip (Short or Long)

C-12 Laser Assault Rifle:
This is a newer weapon that has replaced the C-10 as the standard rifle in Coalition service. The type can fire a more damaging blast than the C-10 and has a burst mode that fires up to 5 shots.
Weapon Type: Energy Longarm – Laser
Damage: Setting one: 6D6 SDC per blast Setting two: 2D6 MD per blast Setting three: 4D6 MD per blast
Rate of Fire: Semi-Automatic or 5 Shot Burst
Energy Consumption: Setting one: 5 blasts use 1 charge Setting two: Each blast uses 2 charges Setting three: Each blast uses 4 charges.
Payload: 1 Rifle E-Clip (Short or Long) and 1 E-Can

C-14 Laser Assault Rifle & Grenade Launcher:
This weapon combines a C-12 laser rifle with an under-barrel repeating grenade launcher. It is generally issued 1 or 2 to a squad to provide added firepower.
Weapon Type: Energy Longarm – Laser and Heavy – Grenade Launcher
Damage: Laser – As per C-12. Grenade Launcher: 2D6 MD to a blast radius of 12 feet (3.6 m)
Rate of Fire: Laser – As per C-12. Grenade Launcher: Semi-Automatic
Effective Range: Laser – As per C-12. Grenade Launcher 1200 feet (365 m)
Energy Consumption: Laser – As per C-12. Grenade Launcher – nil
Payload: Laser – 1 Short Rifle E-clip Grenade Launcher - 8 rounds.

C-18 Laser Pistol:
This is a long serving energy sidearm of Coalition Officers, security personnel and special operatives. As pistols go it has respectable damage, but is heavy and has a poor energy delivery system.
Weapon Type: Energy Handgun – Laser
Rate of Fire: Semi-Automatic
Energy Consumption: 2 charges per blast
Payload: 1 Short Pistol E-Clip

C-27 Plasma Cannon:
This heavy energy weapon is issued 1 or 2 to each CS squad to provide a little more close range firepower. It is also useful in dealing with targets resistant to laser fire or vulnerable to plasma fire.
Weapon Type: Heavy Energy – Plasma
Energy Consumption: 6 charges per blast
Payload: 1 E-Can
Special: This weapon does not count as a heavy weapon for determining penalties to hit based on target size.

C-40R Rail-gun:
While normally used by power armour, this gun can also be used in the infantry support role, typically as a tripod mounted weapon. It also makes a good gun to mount on a light vehicle. The weapon can use either a compact nuclear power pack, or an E-Can to provide power for the weapon.
Weight: Gun – 92 lbs (41.4 kg) Ammo-belt – 30 lbs (15.5 kg) Case of 6 belts – 160 lbs (85.5 kg)
Weapon Type: Heavy – Rail-gun
Damage: 3D6 per round
Rate of Fire: Full Automatic only.
Energy Consumption: Each round fired uses 3 charges
Payload: 1 E-Can or 1 E-Pack or 1 Power Pack for power. Each Ammo-belt contains 50 rounds. It takes 2 melee actions to load a belt into the gun if a belt is readily available. An assistant gunner typically assists the gunner in loading ammo belts and E-cans.
Special: When using this weapon without a tripod or without a PS of 24 or Cyborg, Robot or Supernatural Strength this weapon is -2 to strike.

C-51R Light Rail-gun / Anti-Materiel Rifle: New
While considered a light rail-gun, the C-51R actually fires a larger shell with a more powerful impelling charge than the C-40R. What makes it a light rail-gun is that it fires this shell only as a single shot. Even still, this light rail-gun weighs in at almost 60 lbs (30.1kg) with recoil suppression system, bipod, power pack and ammunition. It is heavy and awkward for use as from the hip or shoulder (unless one is a cyborg, wearing a power armour or supernaturally strong of course).
In practice, the C-51R is rarely issued as a standard weapon to infantry. It is occasionally issued to Power Armour troops as a supplement to C-40R Rail-guns, C-27 Plasma Ejectors and C-112 Laser Support Rifles. More commonly it is issued to specialists who use it as a long range, high powered sniping rifle or anti-materiel rifle. A two-man team can carry the weapon and a supply of ammunition and power packs quite comfortably. Favoured targets are mages who are typically unable to withstand the high damage yield of the weapon and unable to reply due to the exteme range.
The weapon has two power settings, the lower setting cycles fast enough to permit semi-automatic fire. The higher setting requires time for capacitors to charge between shots, limiting it to single shots.
Weapon Type: Heavy Anti Materiel Rifle –Rail-gun
Weight: Gun, bipod and recoil suppression system – 32 lbs (16.5 kg) Ammo Clip – 18 lbs.
Damage: Setting 1: 4D6 per shot Setting 2: 1D4x10+8 per shot
Rate of Fire: Setting 1: Semi-Automatic Setting 2: Single Shot
Range: Setting 1: 4000 ft (1200 m) Setting 2: 8000 ft (2400 m)
Energy Consumption: Setting 1: 4 charges per shot. Setting 2: 10 charges per shot.
Payload: 10 round ammo clip. 1 E-Pack or 1 Power Pack for power
Laser Targeting: + 1 on aimed shots
Black Market Cost: 125 000 credits, very rare
Special: This weapon does not count as a heavy weapon for determining penalties to hit based on target size.
Special: When using this weapon without a bipod or without a PS of 24 or Cyborg, Robot or Supernatural Strength this weapon is -2 to strike in single shots and -4 to strike in bursts.

C-112 Laser Support Rifle: New
This weapon is a modified version of the C-12 Laser Assault Rifle intended to provide even greater firepower to the squad. It features most of the components of the C-12, but has a heavier cooling jacket to prevent overheating and a bipod to stabilize the weapon during fire. The burst limiter has been removed and the weapon is used like a light machinegun.
The C-112 is usually issued 1 or 2 to a squad as a replacement for C-27 Plasma cannons when longer range fire power is needed and the threat of laser resistant enemies is low. It is also often used as a replacement for a C-40R when the rail-gun would be too big and bulky to carry. This weapon is also commonly mounted on light vehicles.
Weapon Type: Heavy Energy – Laser
Weight: 12 lbs (5.4 kg)
Damage: Same as C-12
Rate of Fire: Semi-Automatic or Fully Automatic
Range: Same as C-12
Energy Consumption: Same as C-12
Payload: 1 Rifle E-Clip (Short or Long) and 1 E-Can or 1 E-Pack or 1 Power Pack
Laser Targeting: Same as C-12
Black Market Cost: 30 000 credits
Special: This weapon does not count as a heavy weapon for determining penalties to hit based on target size.

CM-1 Missile Launcher: New
This support weapon is typically only issued at the platoon or company level. The system consists of a sensor unit, pedestal and launcher assembly. Pre-packaged, self contained Short Range Missiles can be clipped to the launcher for use against ground or air targets.
Weapon Type: Weapons System – Missile Launcher
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Armour
Missile Type: Any CS Short Range Missile
Damage: As per Missile Type
Range: As per Missile Type
Rate of Fire: 1 missile at a time. It takes 2 actions to set up the launcher and 2 actions to load a missile. It takes a further 2 actions to take the launcher apart again so it can be moved. A 2 man team can split the workload.
Payload: 1 missile on the launcher when it is deployed in ready to fire position. A 2 man team can carry the launcher and 4 missiles.
Sensor System: Effectively the same as carried by Power Armour.

CR-1 Rocket Launcher:
This weapon is issued 1 or 2 per squad to provide an anti-tank/anti-robot/anti-dragon weapon. It can also fire fragmentation and high explosive missiles for use against infantry and buildings.
Weapon Type: Heavy – Mini-missile Launcher
Rate of Fire: It takes 1 melee action to aim and fire the weapon. It requires 2 melee actions to reload the weapon. If the gunner has an assistant to load the weapon for him without the gunner having to remove the weapon from his shoulder, the assistant can reload the weapon in one action.

CV-212 Variable Frequency Laser Rifle:
This weapon is intended for use by troops expecting an encounter with foes wearing laser resistant armour. All features are identical to C-12 Laser Assault Rifle except:
Weight: 8 lbs (3.6 kg)
Black Market Cost: 50000 credits

Coalition Vibro-blades:
Vibro-blades can carry an E-Clip in the hilt providing energy for the high frequency energy field they generate.
Energy consumption by Vibro Blade type:
Vibro-Knife: 1 Charge per 10 minutes. Can accommodate short pistol E-Clip
Vibro-Sabre: 1 Charge per 8 minutes. Can accommodate short pistol E-Clip
Vibro-Sword: 1 Charge per 6 minutes. Can accommodate long or short pistol E-Clip
Vibro-Claws: 1 Charge per 5 minutes. Can accommodate short pistol E-Clip

Neural Mace:
The Neural Mace contains a single short pistol E-Clip in the hilt. Each hour that the mace is active uses 1 charge from the e-clip.

Coalition Hand Grenades: Unchanged – but note the modified explosives rules.


Coalition Fusion Blocks: Unchanged – but note the modified explosives rules.

Coalition Armours

CA-1 Heavy Armour:
This is the standard armour worn by all CS infantry.
Mobility: Poor – 25% to Prowl, -15% to all other physical skills, - 10% to speed. Fatigues 10% faster than normal

CA-2 Light Armour:
This armour is worn by internal security personnel and military specialists not expecting heavy combat
Mobility: Good -10% to Prowl, -5% to all other physical skills.

Dog Pack DPM Riot Armour:
This armour is worn by the dog pack during internal security operations. Out in the field they are typically issued CA-2 Light Armour
Mobility: Excellent, no penalties.
Last edited by Jefffar on Mon Mar 27, 2006 2:24 pm, edited 1 time in total.
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Unread post by Steve Dubya »

So, I am confused. How does the Called Shot change the To Hit Number (you mention that it does, and then drop the idea). Does it change as a factor of how small a target you are attempting to hit?
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PA and Robots

Unread post by Jefffar »

Coalition Power Armours

PA-06A SAMAS “Death’s Head”
Mobility: Horrible -40% to prowl, - 30% to all other physical skills.
Speed
Running +25% to pilots running speed (60 mph / 100 km Maximum) Fatigues at 10% normal rate
Flying Speed: 300 mph (480 km) maximum. 150 mph (240 km) is considered cruising. Reduce number of available charges for energy weapons by 5 per melee for every 10 mph (16 km) over cruising speed.
Strength: +6, PS becomes “Augmented” Max PS is 30
Power System: Nuclear, 2 year life span Provides 120 charges per melee for weapons systems
Weapon Systems:
1) C-40R SAMAS Rail-gun: As presented in infantry mode except:
Weight: Ammo Drum: 190 lbs (85.5 kg)
Payload: 250 round ammunition drum
2) CR-2 Rocket Launcher: (renamed to fit CS practice)

PA-100 Mauler “No Neck”
Mobility: Atrocious, -50% to prowl, -40% to all other physical skills
Speed:
Running Speed: +10% to pilot’s speed. Maximum of 40 mph (64 km)
Power System: Nuclear, 2 year life span. Provides 120 chargers per melee.
Weapon Systems:
1) Shoulder Plasma Ejectors (2): May fire on the same target simultaneously
Energy Consumption: 4 charges per shot
Rate of Fire: Single shot.
2) Concealed Back Mounted Mini-Missile Launcher:
Rate of Fire: one at a time or in volleys of 2 or 4.
Payload: 4 Mini-missiles.
3) Forearm Lasers (2):
Energy Consumption: 2 charges per shot
Rate of Fire: Semi-Automatic
4) Retractable Forearm Vibro-sabres (2):
Energy Consumption: 1 Charge per 8 minutes.
5) Energy Rifles and Rail-guns: Can be linked to nuclear power supply. Typically uses C-40R or C-112.

Coalition Robot Vehicles

CR-003 Spider Skull Walker
Crew: Pilot, Co-Pilot/Gunner and 2 passengers. Passengers can operate weapons or sensors.
MDC by Location
Main Body: 625
Legs (6): 150 each
Speed: 40 mph (64 km) maximum
Cargo: Weapons locker contains 8 pistol E-clips, 16 rifle E-clips, 4 E-cans, 12 Fragmentation Grenades, 2 C-18s and a choice of 4 from the following: C-10 Rifle, C-12 Rifle, C-14 Rifle, C-27 Plasma Ejector, C-112 Support Laser.
Power System: Nuclear, 5 year life span. Provides up to 300 charges per melee for energy weapons.
Weapon Systems:
1) C-100R Rail-gun (2): These rail-guns have a slower rate of fire than other Coalition weapons, but make up for it by having much more powerful shells.
Damage: 1D4x10 per round
Rate of Fire: Semi-Automatic. Both weapons can engage the same target simultaneously.
Energy Consumption: Each round uses 7 charges
Payload: 250 rounds in ammunition drum for each gun.
Special: This weapon is stabilized, taking reduced penalties for firing while moving.
2) CR-4T Laser Turrets (2):
Energy Consumption: 6 charges per dual blast

IAR-2 Abolisher Assault Robot – Note this is the original version from Sourcebook 1, the upgraded version from Coalition War Campaign will have greater armour.
MDC By Location:
Main Body: 565
Speed:
Running: 35 mph (56 km) maximum
Power Supply: Nuclear, 5 year life span, provides 120 charges per melee for energy weapons.
Weapon Systems
1) C-144 Auto-Cannons (6): These cannons fire high powered explosive shells.
Damage: 2D4x10 to a blast radius of 30 feet.
Rate of Fire: Each cannon may fire up to twice per melee. No more than 2 cannons may engage a single target simultaneously.
Range: 9000 feet (2700 m)
2) CR-3T Dual Laser Turret (1): This double barrel laser turret is used to clear infantry out from the blind spot at the robot’s feet.
Damage: 4D6 MD per dual blast
Rate of Fire: Fully Automatic
Energy Consumption: 4 charges per dual blast
3) Gunners hatch on top: An adapter is present to allow an energy rifle or rail-gun to plug into the vehicle’s power supply

UAR-1 Enforcer Urban Assault Robot
Crew: 1 only
MDC by Location:
Main Body: 435
Legs (2): 250 each
Reinforced Crew Compartment: 125
Power System: Nuclear, 5 year life span. Provides up to 240 charges per melee for energy weapons.
Weapon Systems:
1) C-50R Rail-gun:
Damage: Each round inflicts 5D6 MD
Rate of Fire: Full Automatic
Energy Consumption: Each Round uses 5 charges
Payload: 500 rounds in the ammunition drum
5) CR-2T Laser Turrets (2): These turrets are essentially C-10 laser rifles mounted for point defence. All statistics the same as the C-10. Both weapons can engage the same target simultaneously.

Coalition Automatons

FASSAR-20 Skele-bot
Power System: 2 year life, Provides 120 Charges per melee for energy weapons
Weapon Systems:
1) CV-213 Variable Laser Rifle: Identical to the CV-212 except it has a power port in the hand grip letting it feed off the FASSAR-20’s nuclear power supply. It also does not have the burst limiter.
Weight 7lbs (3.2 kg)
Rate of Fire: Semi-Automatic or Full Automatic
Payload: 1 Rifle E-Clip (Long or Short) or 1 E-Pack or 1 Power Pack or directly to FASSAR-20’s nuclear power supply.
2) 18 inch vibro-blades (2, 1 each arm): These are long and deadly weapons for close combat.
Energy Consumption: 1 Charge per 8 minutes.
Last edited by Jefffar on Mon Mar 27, 2006 2:26 pm, edited 1 time in total.
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Unread post by Jefffar »

You know wrote:So, I am confused. How does the Called Shot change the To Hit Number (you mention that it does, and then drop the idea). Does it change as a factor of how small a target you are attempting to hit?


Well the Called Shot rule has existed for some time. The concept being that it's harder to hit a specific part of the opponent than it is to just hit the opponent. In general, unless a called shot is made, damage always goes to the main body first.

I just restated it the way I use it.
Last edited by Jefffar on Mon Mar 20, 2006 7:09 pm, edited 1 time in total.
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Coalition Vehicles

Unread post by Jefffar »

Coalition Ground Vehicles:

Grinning Skull MBT
Troop Capacity: None
MDC by Location:
Ram Plate: 125
Main Body: 625
Cargo: Weapons Locker: 4 Rifles, 1 C-27, 1 CR-1, 6 mini-missiles
Weapon Systems:
1) C-144 Cannons (2): See IAR-2 Abolisher
Special: This weapon is Stabilized, taking reduced penalties for firing while moving.
2) CR-4T Laser Turret: See CR-003 Spider Skull Walker
Special: This weapon is stabilized, taking reduced penalties for firing while moving.
3) CR-2T Turrets (2): See UAR-1 Enforcer.

Mark V APC
Troop Transport Capabilities: 14 troops. May also transport SAMAS and Sky-cycles. Each SAMAS counts as 2 troops. Each Sky-cycle counts as 3 troops.
Power System: Nuclear, 5 year life span. Provides up to 360 charges per melee for energy weapons.
Cargo: Weapons Locker contains 12 rifles (any type) two C-27 or C-112 energy weapons, 2 CR-1 rocket launchers, 12 mini-missiles.
Weapon Systems:
1) Double C-40R Rail-gun: As per SAMAS, mounted in turret on the roof. Each gun fires simultaneously at the same target.
Payload: 250 rounds per gun (500 total).
2) CR-4T Laser Turret: As per Spider Skull Walker, turret on the roof.
3) CR-2T Laser Turrets(2): As per UAR-1 Enforcer, one on each side. Cannot fire simultaneously at same target.
5) Forward Automatic Grenade Launchers (2): Same as grenade launcher portion of C-14 except
Payload: 30 grenades each (60 total)
6) Firing Ports (8): (Replaces some of CR-2T turrets and laser hatch guns): These firing ports can accommodate a C-10, C-12, C-112 or CV-212 and allow some of the passengers to fire at external targets. There are 2 on each side, 1 in each side hatch, 1 in the front hatch and one in the rear hatch.

Mark IX EPC
Troop Transport Capability: 6 troops plus crew
Crew: 1 pilot, 1 gunner.
Weapon Systems:
CR-2T Laser Turret (1 only): As per UAR-1 Enforcer. 1 mounted on top of body.
CR-10 Mini-Missile Launcher:
Payload: 10 mini-missiles. Additional missiles may be carried in the cargo space.

Mark IX Fire Support Vehicle (was Mark IX MLRS)
The big changes here are inline with current thinking about fire support vehicles. Instead of self-propelled artillery, rocket launchers, SAM or Anti-Tank missile carrying vehicles, all of these functions are combined in one vehicle. This vehicle carries a pack of Vertical Launch Silos (VLS) that carry multi-purpose missiles (similar to the type of missiles in Rifts). The Fire Support Vehicle (FSV) stays back of the frontal units, and responds to targeting information fed to it from infantry commanders, artillery spotters and air defence networks. It then fires missiles towards the target area and the missiles are terminally guided to the target by the unit that origionally requested the fire mission. Because of the separation between the aiming unit and the firing unit, it is easier for the aiming unit to go undetected and continue to guide more missile strikes. It also allows the firing units to stay well back of the danger zone to protect them from counter-battery fire.
The missiles are guided and so are suitable for precision work. They can also be fired off in rapid sequence for area saturation strikes.
Same changes as Mark V APC where applicable plus the following:
Weapon Systems:
MLRS: This system is a cell of 40 missile tubes mounted vertically in the rear of the APC – where the troop section used to be. The missiles launch straight up then turn towards the target, thus eliminating the need for a turret and reloading system.
Rate of Fire: One at a time or in volleys of two, four eight or 16.
Payload: 40 missiles. Supply trucks carrying 80 missiles can reload a Mark IX in 10 minutes.

Coalition Aircraft:

AFC-023 Sky-cycle
Speed:
Flying: 390 mph (650 km) maximum. Cruising speed is 150 mph. Reduce number of available charges for energy weapons by 5 per melee for every 10 mph (16 km) over cruising speed.
Power System: 2 year life span, Provides 180 charges per melee for weapons systems
Weapon Systems:
2) CR-4T Laser Turret (2): As per spider skull walker, turret in nose and turret in tail
Special: This weapon is stabilized, taking reduced penalties for firing while moving.

AFC-050 Death’s Head Transport
Troop Transport Capabilities: 1 Spider Skull Walker in Special Compartment plus one of the following combinations:
1 Spider Skull Walker, or
2 Mark V APCs with troops, or
2 UAR-1 Enforcers, or
96 infantry, or
48 SAMAS, or
32 Sky-cycles.
MDC by Location
Main Body: 925
Speed:
Flying: Maximum speed is 350 mph (560 km). Cruising speed is 200 mph (320 km) Reduce number of available charges for energy weapons by 10 per melee for every 10 mph (16 km) over cruising speed.
Cargo: Weapons Locker: Half listed in description.
Power System: Nuclear, 5 year life. Provides 360 chargers per melee for energy weapons.
Weapon Systems
1) C-200DH Rail-gun: This gun is essentially a double barrelled version of the C-50R.
Damage: Each round inflicts 5D6 MD
Rate of Fire: Full Automatic, both barrels engage the same target simultaneously
Energy Consumption: Each round uses 5 charges
Payload: 1000 rounds total.
Special: This weapon is stabilized, taking reduced penalties for firing while moving.
3) CR-6T Laser Turrets (6).
Energy consumption: 7 charges per dual blast

AFC-105 Skull Patrol Car
Speed:
Flying Maximum Speed is 150 mph (240 km). Cruising speed is 80 mph (144 km). Reduce number of available charges per melee for energy weapons by 10 for every 10 mph (16 km) over cruising speed.
Power System: Nuclear, 2 year life, provides 120 charges per melee for energy weapons
Weapon Systems:
1) C-40PT Plasma Turret
Rate of Fire: Single Shot
Energy Consumption: 6 charges per blast
Systems of Note:
Shared Targeting: the AFC-105 can share targeting information with allied units.

CSF-14 Tomcat Interceptor
For many years the CSF-14 was the only dedicated air defence fighter in the Coalition arsenal, with a few craft based at Chi-town. These aircraft were essentially abandoned old US F-14 fighters that managed to survive the cataclysm in their storage bunkers. The CS dusted them off, modified them to fit with their technology, and used them for air defence against opponents to high and too fast for the Sky-cycles. While composed of weaker SDC materials, the CSF-14s possessed powerful radars and the ability to carry long-range missiles, allowing them to engage enemies out of the reach of retaliation.
With the development of the Nighthawk Interceptor in the early years of the second century PA, the CSF-14 could finally be retired. Stats are presented here for campaigns prior to the development of the Nighthawk or for the brief period in which the CSF-14 served in the CS Navy while the Navy’s jets were developed. Stats here use the GAW-F14 presented n SB 4, CS Navy as a basis.
SDC by Location:
Wings (2): 900 SDC / 9 MDC
Reinforced Crew Compartment: 100 MDC (entirely new materials).
Main Body: 4000 SDC / 40 MDC.
Weapon Systems:
1) M61 20mm Vulcan Rotary Cannon: A six barrelled 20 mm cannon producing an extremely high volume of fire. The standard 20 mm rounds were able to inflict minor mega-damage individually, but the high rate of fire gave the cannon the ability to inflict significant damage if it got close to the target. Later the CS would procure a supply of 20 mm ramjet rounds, extending the range and power of the cannon.
Damage: Standard Rounds: 1D4 MD per round. Ramjet Rounds: 2D6 MD per round.
Rate of Fire: Fully automatic only. Remember this is a 6 barrelled weapon. If fires 6 times as many rounds and scores 6 times as many hits in each burst. (i.e. a short burst fires between 12 and 30 rounds and scores 6 hits per point above the To Hit Number rather than just 1)
Effective Range: 8000 feet (2400 m) with Standard Rounds, 12000 feet (3600 m) with Ramjet Rounds
Payload: 600 rounds – remember this gun uses ammunition up 6 times faster than normal
2) Missile Pylons: The CSF-14 has a total of 8 missile pylons. 1 under each engine, 4 under the main fuselage and 1 under each wing. Each pylon may carry a single Long Range Missile. The wing pylons additionally each carry a Medium Range Missile for self defence. The engine fuselage pylon can also carry extra fuel tanks (increasing range 75%). A reconnascience sensor pod can be carried in place of one of the Long Range Missles. The fuselage pylons could also be used to carry bombs, but the CS never used this capability considering the aircraft too fragile and too valuable to waste on ground attack missions.
Rate of Fire: Special, the Weapons System Operator can fire up to all missiles simultaneously. Additionally each missile can be steered to a different target allowing the CSF-14 to fire upon up to 10 different targets with its missiles at once. Each target must be locked on individually first as described in the Weapon Systems skill description. Using this ability a single CSF-14 can devastate an entire opposing flight in one volley.
Systems of Note:
Combat Computer: The CSF-14’s combat computer can lock on to 4 targets simultaneously with each successful Weapon Systems skill check. The CSF-14 may track a maximum of 42 targets total.
Shared Targeting: The CSF-14 can share targeting information with allied units.

NA-15 Nightwing Attack Aircraft
MDC by Location:
Wings (2): 225 each
Main Body: 335
Speed: Maximum Mach 2.05 – 1350 mph (2160 km). Cruising speed is 500 mph. Reduce number of available charges for energy weapons by 10 per melee for every 25 mph (16 km) over cruising speed.
Power system: Nuclear, 5 year life. Provides up to 400 charges per melee for energy weapons.
Weapon Systems:
1) High Intensity Laser Turret: This high powered laser can devastate most conventional vehicles in a single pass. While it has a slow rate of fire for an aircraft mounted cannon, the stabilizing system makes it much more accurate.
Rate of Fire: Single Shot
Energy Consumption: 28 charges per shot.
Effective Range: 9000 feet (2700 m)
Special: This weapon is stabilized, taking reduced penalties for firing while moving.
Systems of Note:
Combat Computer: The Nightwing’s combat computer can lock on to 2 targets simultaneously with each successful Weapon Systems skill check. The Nightwing may track a maximum of 96 targets total.
Last edited by Jefffar on Mon Mar 27, 2006 2:27 pm, edited 2 times in total.
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Unread post by Jefffar »

Edit and Update.
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Unread post by Dustin Fireblade »

fyi, on the F-14:
Effective Range: 8000 feet (2400 m) with Ramjet Rounds, 12000 feet (3600 m) with Ramjet Rounds
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Unread post by Jefffar »

Tanx
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Unread post by LDMcFear™ »

The Coalition will rule all... Just give them time and a serious change in leadership :)
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Unread post by Blight »

This is what i was working on. It looks good Jefffar :ok:
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Unread post by Jefffar »

Korentin_Black wrote:Are you sure it's even allowed to have a Coalition army in which more than one limited-production vehicle shares the same size, shape or type of gun?

I mean... damn... that might make sense... and we all know those Coalition boys are crazy.


Actually there are more than a few repeated coalition weapons. I just decided for simplicity's sake to eliminate some of the duplicates that had virtually identical stats.
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Unread post by Dead Boy »

Jefffar, this is going into it's own document on my hard drive. :) I'm not down with everything you went with, but this has definite reference material potential. I especially like the direction you went with the ROF issue, burst rules, and what you did with the various rail guns. And your idea for handling blast radii, well done. Good stuff, dude. :ok:
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Unread post by Jefffar »

Johs wrote:Wow.. this is REALLY good :)

But I have a question that relates to this:

You know wrote:So, I am confused. How does the Called Shot change the To Hit Number (you mention that it does, and then drop the idea). Does it change as a factor of how small a target you are attempting to hit?


If 20' giant and a 6' human stood at the same distance the To Hit number would be the same for a called shot on both of them, which does not make any sense (besides making rules less complicated :) )

Also distance is not a factor and I think that it needs to be.


Called shot changes the to hit number (as it has always done by the rules) because rather than just trying to score a hit, you are aiming at a specific point. Additional negatives may be assessed due to even smaller targets.

I did include distance a bit in these rules. I have a more detailed treatment of distance and called shots and target size modifiers in some other hosue rules, but consulting everything tends to slow play down considerably.
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Unread post by Jefffar »

Dead Boy wrote:Jefffar, this is going into it's own document on my hard drive. :) I'm not down with everything you went with, but this has definite reference material potential. I especially like the direction you went with the ROF issue, burst rules, and what you did with the various rail guns. And your idea for handling blast radii, well done. Good stuff, dude. :ok:


Tan-Q
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Unread post by Thinyser »

First, Good stuff I also copied that all to my hard drive.

Second, In your burst rules you use 12 as the To hit number example. Did i miss something and this is always the number used for bursts or is it just that you used the same number for easy reference?

Could you have a to hit number less than 12 for a burst? I guess is what i'm asking.
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Unread post by Jefffar »

Thinyser wrote:First, Good stuff I also copied that all to my hard drive.

Second, In your burst rules you use 12 as the To hit number example. Did i miss something and this is always the number used for bursts or is it just that you used the same number for easy reference?

Could you have a to hit number less than 12 for a burst? I guess is what i'm asking.


I just used the 12 To Hit Number and 14 Strike roll as an example. Check out the first section's description about To Hit Numbers to see when, where and how To Hit Numbers change.
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Unread post by Thinyser »

Jefffar wrote:
Thinyser wrote:First, Good stuff I also copied that all to my hard drive.

Second, In your burst rules you use 12 as the To hit number example. Did i miss something and this is always the number used for bursts or is it just that you used the same number for easy reference?

Could you have a to hit number less than 12 for a burst? I guess is what i'm asking.


I just used the 12 To Hit Number and 14 Strike roll as an example. Check out the first section's description about To Hit Numbers to see when, where and how To Hit Numbers change.

Yeah i caught those already thats why i was questioning the 12's i figured it was only an example but just wanted to make sure.
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Unread post by Dead Boy »

Jefffar wrote:
Dead Boy wrote:Jefffar, this is going into it's own document on my hard drive. :) I'm not down with everything you went with, but this has definite reference material potential. I especially like the direction you went with the ROF issue, burst rules, and what you did with the various rail guns. And your idea for handling blast radii, well done. Good stuff, dude. :ok:


Tan-Q


You know what? Given the state of non-existance the burst rules are in, you should submit a good chunk of this to the Rifter and see what happens. If you get a good feel off this, you could make an index of all the known weapons (or the ones you even half way care about) with notes to make them complient. But get the thunbs up first. That's a lot of work.
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Unread post by RainOfSteel »

Aha! Some good light reading. Ok, a lot of reading.

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Unread post by Tigermuppetcut »

really, really good stuff.

I agree that while rules are getting fixed called shot should be a strike penalty not a new target number (for the dodge reason given by a previous poster).

I'd maybe add one more range factor at something like half the weapons max effective range.

For creature size you could simply say for anything roughly twice your size or greater you get a +2 to hit. For anything that (relative to your size) looks like the side of a barn you get +6 to hit and auto-hit at close range (except nat 1's).

You don't want too much fine granularity otherwise you end up buried in tables and charts.

The charges per melee for nuclear powered vehicles is something I was going to do myself, thanks for sparing me! Any formula you used for that?
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Unread post by Jefffar »

Tigermuppetcut wrote:really, really good stuff.

I agree that while rules are getting fixed called shot should be a strike penalty not a new target number (for the dodge reason given by a previous poster).

I'd maybe add one more range factor at something like half the weapons max effective range.

For creature size you could simply say for anything roughly twice your size or greater you get a +2 to hit. For anything that (relative to your size) looks like the side of a barn you get +6 to hit and auto-hit at close range (except nat 1's).

You don't want too much fine granularity otherwise you end up buried in tables and charts.

The charges per melee for nuclear powered vehicles is something I was going to do myself, thanks for sparing me! Any formula you used for that?


Well these were the cheap and nasty versions of my hosue rules, I have much more detaield stuff (including more target size and range factors) but that gets a little clunky for posting here.

As for charges per melee for nuclear power plants, other than giving them more than an e-clip I dond't really have a formula. I tried to make it possible ot fire the most draining weapons at least twice though - on the CS stuff anyway. Less advanced manufacturers might see the power drain of their vehicles heavy weapons require that the vehicle fire no other weapons and drop to a slow walk in order to fire just once.
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Unread post by cyber-yukongil v2.5 »

Jefffar wrote:
Tigermuppetcut wrote:really, really good stuff.

I agree that while rules are getting fixed called shot should be a strike penalty not a new target number (for the dodge reason given by a previous poster).

I'd maybe add one more range factor at something like half the weapons max effective range.

For creature size you could simply say for anything roughly twice your size or greater you get a +2 to hit. For anything that (relative to your size) looks like the side of a barn you get +6 to hit and auto-hit at close range (except nat 1's).

You don't want too much fine granularity otherwise you end up buried in tables and charts.

The charges per melee for nuclear powered vehicles is something I was going to do myself, thanks for sparing me! Any formula you used for that?


Well these were the cheap and nasty versions of my hosue rules, I have much more detaield stuff (including more target size and range factors) but that gets a little clunky for posting here.

As for charges per melee for nuclear power plants, other than giving them more than an e-clip I dond't really have a formula. I tried to make it possible ot fire the most draining weapons at least twice though - on the CS stuff anyway. Less advanced manufacturers might see the power drain of their vehicles heavy weapons require that the vehicle fire no other weapons and drop to a slow walk in order to fire just once.


I really dig that idea! I had a Robot I built once that had a city-buster weapon that worked like that.
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Unread post by jedi078 »

Jefffar wrote:
2) Missile Pylons: The CSF-14 has a total of 7 missile pylons. 1 under each engine, 3 under the main fuselage and 1 under each wing. Each pylon may carry a single Long Range Missile. The wing pylons may optionally carry a pair of Medium Range Missiles in place of the single Long Range Missile. The rear fuselage pylon can also carry an extra fuel tank (increasing range 50%) or an enhanced sensor pod (used for reconnaissance).


Taking the RL F-14 into consideration you can do the following in regards to missile pylon/ordnance hard points.

In RL the two under engine hard points are reserved for fuel tanks, I suppose as a Rifts conversion that uses a fusion reactor can mount MRMs, but not LRM’s (they would be too long and get in the way of the landing gear).

There are 4 fuselage hard points which in RL which carry the AIM-54 Phoenix missile (The Sparrow can also be used). The rear left missile station can be taken up by a Tactical Air Reconnaissance Pod System (TARPS pod) which is probably why you (or was it PB when they did SB 4?) originally listed three.

The wing hard points can probably be loaded with the following options in Rifts. In RL it is a single Phoenix (or Sparrow) and a Sidewinder:
A) Two MRM’s
B) A single LRM and MRM
C) A single LRM and SRM launcher pod (with 5 missiles)
D) A single MRM and SRM launcher pod (with 5 missiles)
E) Two SRM launcher pods (with 5 missiles)

NOTE: The inclusion of an SRM missile launcher pod is conjecture on my part, which can probably be improved on or changed.


What I quoted, rewritten with corrections….

2) Missile Pylons: The CSF-14 has a total of 8 hard points, 1 under each engine, 4 under the main fuselage, between the engines and 1 under each wing.
The wing pylons can carry one of the following options: A) Two MRM’s. B) A single LRM and MRM. C) A single LRM and SRM launcher pod (with 5 missiles). D)A single MRM and SRM launcher pod (with 5 missiles). E) Two SRM launcher pods (with 5 missiles)
The under fuselage, between engine hard points usually carry a single LRM each, but can alternatively mount two MRMs. The left rear LRM missile station between the engines can carry an enhanced sensor pod (used for reconnaissance) instead of an LRM.
The under engine hard points usually carry an extra fuel tank (each increasing range by 50% for a total of 100%), but can mount an MRM or SRM missile pod instead.
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Unread post by Jefffar »

Interesting re-write. I still went with the feuel powered systems from the book. I am glad we ahv an appropriate number of pylons now.

Considering this is still an SDC aircraft, I think the emphasis would be on the longer range firepower - keep it out of reach of what could do it harm.

Incidently, the F-14s were mentioned in passing a being the Ch-town air defence. I think it was Sourcebook 1.
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Unread post by jedi078 »

Jefffar wrote:Interesting re-write. I still went with the feuel powered systems from the book. I am glad we ahv an appropriate number of pylons now.

Considering this is still an SDC aircraft, I think the emphasis would be on the longer range firepower - keep it out of reach of what could do it harm.

Incidently, the F-14s were mentioned in passing a being the Ch-town air defence. I think it was Sourcebook 1.


Why didn't the CS just build MDC F-14's with fusion reactors? (please keep in mind I don't have SB 4)

Or at least added an MDC layer of skin (I did this with F-14's in Robotech)?

Just somthing to wonder about....
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Unread post by Jefffar »

Well they were found and scrounged, and still with fuel engines and retrofit LRMs the baddest air to air platforms in North America. So it was more economically viable just to use 'em that way until a purpose designed MDC craft was ready.

The Sourcebook 4 versions are actually GAW jobs that the CS bought for interim use while their own fighter designs got finalized.

Until the book with the purpose built MDC fighter came into existense, the retrofitted F-14s were the fastest aircraft built in North America (by almsot a full Mach) and had a better radar and longerange armament. So what if it had hundreds of SDC instead of a couple hundred MDC, it never had to get close enough to the target to risk being shot back at.
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Unread post by Jefffar »

Incidently, anybody tried my rules in game yet?
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Unread post by Guest »

Jefffar wrote:Incidently, anybody tried my rules in game yet?


No, not really, I think I'll stick with mine.
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Unread post by Marrowlight »

Kuseru Satsujin wrote:
Jefffar wrote:Incidently, anybody tried my rules in game yet?


No, not really, I think I'll stick with mine.


Always encouraging to see the Mods playing so nice with each other. :D
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Unread post by Jefffar »

I can't ask for more.

Incidently, updated.
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Unread post by Jefffar »

The Glitterboy:

Okay folks, here’s the big one, the original pre-rifts pride of the American Empire, the one that stood up in the cataclysm and for three centuries since, the Glitterboy.
In my alternate rules set the Glitterboy is a more dangerous piece of hardware, despite not increasing it’s MDC like the heavy armoured opponents like assault robots and battle tanks, the Glitterboy remains much tougher to destroy. Part of the reason is it still does have massive MDC, more than almost any other “First Generation” vehicle. Another part of the reason is that its laser resistant armour reduces the effectiveness of most laser weapons by 50% (even if the armour is painted). More importantly, the Glitterboy is a lot smaller than a lot of comperable weapon systems (like tanks) making it much harder to hit with heavy weapons. Seeing as a heavy weapon is about the only thing that can kill a Glitterboy, this is a big advantage.
When it comes to the boomgun, I thought I’d play with a little advanced technology that likely went into the design of the rounds. The rounds now have three modes of operation for diverse targets. For use against hard targets the round strikes as a solid shell, maximising penetration. On less wel armoured targets, the round hits as a small spread of flechettes, working like buckshot to offset the penalties caused by striking fast moving targets. Finally, it has an area attack mode creating a wall of flechettes to deal with clusters of infantry. The last two modes also get around the problems heavy weapons have in striking small targets.
The Glitterboy does still have some disadvantages – it’s slow, especially if it has to fire it’s main weaponry. It also has a limited power supply for what is a really thirsty weapon. A high capacity bank of capacitors does offset this a little, but in a protracted firefight the Glitterboy will drain the capacitor and find itself limited to 1 shot per melee, 2 if it uses a reduced power mode for the Boomgun.

MDC by Location:
Reduce all locations by 30%
Mobility: Horrible -40% to prowl, - 30% to all other physical skills. +40% to Maintain Balance when pylons are engaged.
Speed:
Running: +25% to pilots running speed (60 mph / 100 km Maximum) Fatigues at 10% normal rate
Thruster Assisted Leaping: The Glitterboy’s thrusters can propel the Glitterboy 80 feet (24 m) high or lengthwise. Alternatively the thrusters can hold the Glitterboy aloft for1D6x10 seconds. A thruster assisted leap uses 40 charges from the nuclear power pack in that melee. Using the jets to hover uses up 100 charges from the power pack each melee until the Glitterboy lands. The Glitterboy can not fire accurately while jumping or leaping.
Power System: Nuclear, 25 year life. Provides 240 charges per melee. A special power system siphons off this energy and can store a total of 600 charges in a capacitor allowing the Glitterboy a surge capacity for heavy combat.
Weapon Systems:
1) RG-14 Boomgun: This big, bad, behemoth of a weapon is perhaps the greatest rail-gun ever attached to a Power Armour. Unfortunately its recoil requires the Glitterboy to stop and sink anchor pylons to fire.
The original RG-14 was part of a weapon complex involving not just the advanced rail-gun, but also an advanced “smart munition.” In pre-cataclysm days the RG-14’s shell was able to fire in three different modes as controlled by the targeting computer to offer optimized performance against targets ranging from infantry to light vehicles, to aircraft, to tanks. The original RG-14 round made use of the familiar pattern, a densely packed shell containing 100 flechettes. Where it is different is that the round was also filed with an advanced memory metal that allowed the flechettes to be held together as a solid mass, or to release the flechettes at a specific distance from the target to create an optimal spread.
Inside the Glitterboy the pilot has three modes of operation for the Boomgun. The first mode is “Hard” and used against hard targets like tanks and assault robots. The “Hard” setting keeps the flechette bundle as a solid shell, maximizing the penetration of heavy armour. The second mode is “Soft” and is intended for use against soft targets like lightly armoured vehicles, power armour or an individual infantryman. “Soft” mode releases the flechettes from the shell at a short range to the target. The resulting spread, while offering less penetration than the “Hard” shell, maximizes the chances of a hit against a small or highly mobile target. The final mode is “Area.” In area mode the shell flies apart at much further distance from the target, spreading out to saturate an area like a spray from a machinegun In Area mode, the Boomgun can cut down a squad of infantry in a single shot.
With the exception of a few enclaves (like Free Quebec, Triax, the Republic of Japan, the Silver River Republics and Freedom Station) the technology to make these special rounds has vanished. Rounds made since the cataclysm are still able to operate in the “Soft” and “Area” modes but if used in “Hard” mode they break apart on impact, doing half as much damage.
The Boomgun still has another trick up it’s sleeve. Because of the massive power required to fire the heavy weapon and the recoil thrusters needed to keep the Glitterboy on its feet, the Glitterboy needs a massive reserve of power. However, this reserve just isn’t enough. So the Boomgun can operate on a “Powersave” mode, firing at a reduced velocity in order to save power. The Powersave mode also reduces the recoil force of the Boomgun, allowing the Glitterboy to fire in Powersave mode without stoping to sink pylons and only a minimal blast form the recoil thrusters. In Powersave mode the Glitterboy retains its full mobility even while firing.
Damage: In “Hard” mode the solid shell strikes for 2D4x100 MD in standard mode and 1D6x100 MD in “Powersave” mode. When using post-apocalypse ammunition these numbers are 1D4x100 MD and 5D6x10 MD respectively.
In “Soft” and “Area” mode The Boomgun fires a bundle of 100 flechettes. Each flechette inflicts 1D6 MD in standard mode and 1D4 MD in “Powersave” mode.
When used in “Soft” mode, the shell splits apart just before impact acting as a heavy burst with 10 flechettes hitting the target for each point the attack roll is above the To Hit Number. Twice as many hits on large (more than 30 ft / 9 m tall/long) targets.
When used in “Area” mode, the shell splits apart well before impact saturating a 60 ft (18 m) radius with flechettes as if a heavy spray with 5 flechettes hitting each target for each point the attack roll is above the To Hit Number. Twice as many hits on large (more than 30 ft / 9 m tall/long) targets.
Rate of Fire: Single shot. When firing in standard mode, if the Glitterboy is traveling at more than a walk, the Glitterboy must expend an action to slow down to a stop. To resume traveling at speed the Glitterboy must spend an action. If traveling at a walk or slower the Glitterboy does not need to spend these actions. In powersave mode the Glitterboy does not need to stop to fire.
Energy Consumption: 200 charges per shot in standard mode. 100 charges per shot in Powersave Mode
Effective Range: 11 000 feet (3200 m) in standard mode. 8000 feet (2400 m) in Powersave mode.
Payload: The Glitterboy’s internal ammunition drum contains 80 rounds. An ammunition hip pack can also contain a further 40 rounds for transfer to the main drum by hand.
Last edited by Jefffar on Tue Mar 28, 2006 2:56 pm, edited 1 time in total.
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Unread post by Jefffar »

mattling wrote:That's brilliant. Despite the fact you're still using MDC (arrrgh!) this is really, really good.


I wanted to go minimum change.

Some of my other alternates have revised damage systems.
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