NAZCA PA (SA2) vs GB-Classic (RMB) ??

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NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

NAZCA PA (SA2) vs GB-Classic (RMB) ??

SET UP

JUNGLE Terrain

Equipment and Stuff :
Spoiler:
GB has 100 Rounds (RMB) No other weapons (RMB). 770 mdc + Pilot compairement 110 mdc. Robotic PS 30.

NAZCA PA has his Rocket Rifle/Machine Gun, Short Range Back Missiles, Magic Energy Blasts, Magic V-Blades, Supernatural PS. Unenergized 200 mdc, Energized 600 mdc. Cannot be Blinded by shooting the head off...


They come across each other by chance. Both are from South America...
Who wins in a straight up fight between these Two ? WHY ?
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Anthar »

They both have heavy weapons, the slight advantage is the Nazca armor so I'd give it to them but I believe that it would problably win an average of 3 out of 5 encounters. The reason is if the Nazca armor can hit with a volley of missiles the encounter tends to favor it.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

Well if the Nazca PA can close the cap and get in HtH range, its all over. SN-PS, Magic V-blades...

The Nazca PA has one advantage due to the magic Energized effect. It appears to be taking No Damage at all while energized !! A GB might well think his BG is useless after hitting once or twice and not a single scratch on the Nazca PA. Big Time Intimidation value right there...
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Mack »

Depends on the roll of the dice, and if the GM allows a called-shot missile strike to the Boom Gun.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Grinning Demon »

Keep in mind that KS stated that everything in SA and SA:2 was over-powered and to reduce MDC, damage, etc by 25%. The updated/nerfed versions of these power armors can be found in the GM's guide.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

Grinning Demon wrote:Keep in mind that KS stated that everything in SA and SA:2 was over-powered and to reduce MDC, damage, etc by 25%. The updated/nerfed versions of these power armors can be found in the GM's guide.


As always I'll ignore KS, he should NOT have publish them then.
OHH BTW, the GMG did not nurf the Nazca PA. It just provided only Short/Quick Stats for it and not the full write up.

----------

Ohhh
How would the NAZCA PA's Laser-gided rockets react to the GB's reflective surfaces ?
Would the Nazca PA have to aim for the Ground for area effect damage with them ?

The "2" Short Range Missles might not be useful in a Jungle fight though. Unless he can fire them "UP" and to come "DOWN" ontop of the GB.
The Machinegun is pretty nasty piece of work, and very usefull.

I guess the fight would really depend on who has the High Ground if either does.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

Mack wrote:Depends on the roll of the dice, and if the GM allows a called-shot missile strike to the Boom Gun.


Well the Missile Rifle use Laser guided Rockets. POINT. AIM with LASER. FIRE... Rocket Hit where Laser was aimed at.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Balabanto »

My answer is, it depends on how realistic the encounter is run. If the GB wins initiative, he does a full move on his first action and hunkers down in the jungle, reconcealing himself every time. Every time the Nazca comes in low to look, he shoots. If he destroys enough terrain with the boom gun to create a fire zone, he wins.

If it's a straight up cinematic shoot-em up, the Nazca armor probably wins.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

Balabanto wrote:My answer is, it depends on how realistic the encounter is run. If the GB wins initiative, he does a full move on his first action and hunkers down in the jungle, reconcealing himself every time. Every time the Nazca comes in low to look, he shoots. If he destroys enough terrain with the boom gun to create a fire zone, he wins.

If it's a straight up cinematic shoot-em up, the Nazca armor probably wins.


One Question ... What do you mean by "Nazca comes in low to look" ??

Nazca PA does not fly, hover, etc...
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Grinning Demon »

It'd come down to rolls I agree, but I'd still give a slight edge to the GB simply because it has superior MDC and does better damage. You're also forgetting the boom gun would deafen the Nazca Pa pilot for 1d4 minutes which means -8 to initiative and -3 to strike and parry. Each blast of the boom gun also adds to the duration of the deafness.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

Grinning Demon wrote:It'd come down to rolls I agree, but I'd still give a slight edge to the GB simply because it has superior MDC and does better damage. You're also forgetting the boom gun would deafen the Nazca Pa pilot for 1d4 minutes which means -8 to initiative and -3 to strike and parry. Each blast of the boom gun also adds to the duration of the deafness.


Well the Nazca PA is more Robot Vehicle like in how the pilot operats it. The Pilot Sits in the chest in a seated position. Its more of a humanoid Vehicle than PA.

GB more MDC ?
Not really.

The Nazca when Energized has 600 MDC for up to Two hours or turned off.
Whenever the Nazca PA reactivates the energized effect it automatically Heals Every bit of mdc back to 600. Even the physical mdc is instantly repaired.

I'll Quote :
The armor can be magically "empowered" with a simple verbal command from inside the suit. However the magical energy reserve has its limitations. The magically enhanced armor is only available for a total of eight hours a day (24 hour period). This means the pilot should not squander the power and use it only when going into certain battle. Once activated, the extra protection will remain until turned off. When reactivated, it will heal any damage from earlier battles. Once all the magic mdc has been depleted, the physical armor is vulnerable to attack and destruction. The armor however fully regenerates to maximum mdc at the begining of every new 24 hour period.


So if a Nazca PA pilot can turn off the protection and reactivate it over and over again to gain a huge advantage in battle.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Grinning Demon »

TechnoGothic wrote:Well the Nazca PA is more Robot Vehicle like in how the pilot operats it. The Pilot Sits in the chest in a seated position. Its more of a humanoid Vehicle than PA.


Um, no. Nazca Power armor is well just that, power armor. Heavy robot vehicles, tanks, and most CS military vehicles are immune (Nazca again is none of these)

TechnoGothic wrote:GB more MDC ?
Not really.


Hmm
Nazca 200 MDC< Glitterboy 770 MDC
Nazca 600 MDC (with force field) < Glitterboy 770 MDC

This one really needs no explanation.

TechnoGothic wrote:The Nazca when Energized has 600 MDC for up to Two hours or turned off.
Whenever the Nazca PA reactivates the energized effect it automatically Heals Every bit of mdc back to 600. Even the physical mdc is instantly repaired.


Nope. Check your own quote from SA:2 below.

When reactivated, it will heal any damage from earlier battles. Once all the magic mdc has been depleted, the physical armor is vulnerable to attack and destruction. The armor however fully regenerates to maximum mdc at the begining of every new 24 hour period.


Earlier battles being one of the key words, as in not in the middle of the current battle you're in. And once the force field has been fully depleted you can't use it again for 24 hours.

A typical GB pilot with boxing will have 7 attacks per round. 7 attacks at 3d6x10 (average 105 MD) that's 735 MD average in the first round, so on average the GB will completely decimate the Nazca in the first round even with it's force field up. Sorry TG, those are the numbers 8)
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Nightmask »

Glitter Boy wins in general. Superior damage capacity and ability to inflict damage at range. If you credited both sides with hitting 80% of the time the GB is going to grind down the Nazcan PA.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Giant2005 »

After the first two attacks, the GB will have delivered an average of 210 damage with his Boomgun reducing the NAZCA PA to 590MDC. In those same two attacks, the NAZCA would inflict an average of 400 damage with his missiles reducing the GB to 370MDC.
It would take the GB an average of 6 more attacks to destroy the NAZCA PA with an average of 105 damage each attack.
It would take the NAZCA PA an average of 8 more attacks to destroy the GB with an average of 50 damage each attack with his Machine-Gun.

In a straight up brawl the GB has the advantage.

There are only two ways the NAZCA can win:
1) if the GB notices his attacks are doing no noticable damage, he may scrap the Boomgun and fight via other means. The GB would then lose.
2) If the NAZCA can reload his missiles within 4 melee actions, he would win.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Nightmask »

Giant2005 wrote:After the first two attacks, the GB will have delivered an average of 210 damage with his Boomgun reducing the NAZCA PA to 590MDC. In those same two attacks, the NAZCA would inflict an average of 400 damage with his missiles reducing the GB to 370MDC.
It would take the GB an average of 6 more attacks to destroy the NAZCA PA with an average of 105 damage each attack.
It would take the NAZCA PA an average of 8 more attacks to destroy the GB with an average of 50 damage each attack with his Machine-Gun.

In a straight up brawl the GB has the advantage.

There are only two ways the NAZCA can win:
1) if the GB notices his attacks are doing no noticable damage, he may scrap the Boomgun and fight via other means. The GB would then lose.
2) If the NAZCA can reload his missiles within 4 melee actions, he would win.


I'd like to know how you're getting those kind of damage ratings for the Nazcan power armor, since it's missile barrage can only do on average 160 MD to a target and that's if it has the 2d4X10 MD missiles installed rather than the 1d6X10. Either way the barrage can only be done twice before it exhausts its missiles so after two attacks if successful it's only averaging around 320 (Or around 240 with the regular load-out) and that's it no more missiles. The odds of it being able to reload are pretty much non-existent in such a firefight (and the thread's about each with normal load-out and reloads aren't part of that).
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It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Giant2005 »

Eight missiles of 2D4x10MD damage each, fired in volleys of four for an average of 200MD per attack over two attacks.
I see your problem, you are saying the average damage of the missile is the maximum/2 but it is the (minimum+maximum)/2.

Yeah I didn't think reloads were an option which is why the GB wins - I have no idea how long it would actually take to reload the missiles.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Nightmask »

Giant2005 wrote:Eight missiles of 2D4x10MD damage each, fired in volleys of four for an average of 200MD per attack over two attacks.
I see your problem, you are saying the average damage of the missile is the maximum/2 but it is the (minimum+maximum)/2.

Yeah I didn't think reloads were an option which is why the GB wins - I have no idea how long it would actually take to reload the missiles.


Well I was basing it more on what an average dice roll would be (a 2 on a d4), although I probably should have alternated since there is a 50/50 shot it was a 2 or a 3, so with 4 dice you'd get a 10 rather than low-end of an 8.

The Nazcan armor is impressive but few armors can really demonstrate the kind of weapons and durability to match off in a one-on-one match with a Glitter Boy and have a good chance of winning (and definitely no curb stomps involved).
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It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Shark_Force »

if the nazca PA retreated, and then came back later, it would (arguably) lose the first round, but could win the second, or third.. bearing in mind the encounter is in thick jungle, so in this case the GB isn't likely to take advantage of the massively superior range.

that said, jungle terrain means the nazca PA, if it retreats (and uses it's repairs), isn't likely to have an easy time finding the GB again.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

Well the Nazca PA pilot sits in the chest with his kness up against his chest. He controls the entire Nazca PA by controls. Running does not tire him. To me, it sounds like the Nazca PA is really a Robot Vehicle which they just call a PA due to its size. But its clear the methods it is operated is RV-styled.

The Nazca PA can replinsish its energiezed mdc at will by reactivateing the magic field. When it reaches 400 to 300 range, shut off quickly (One action), then reactivate it (one action). Even it the nazca get hit while its off, by reactivating it heals all the damage instantly. Physical Armor is returned to 200, and the magic field returns to 600. Do that over and over again for near unlimited mdc. The nazca just needs to deactivate it before the field mdc is depleted completely.

This fight would depend on many factors. Terrain is a huge factor.
I said this is a Jungle, what what iff the ground soil was loose ? The GB would be at a disadvantage due to poor achoring conditions. Ground soil might be perfect for a gb too.
Key word is JUNGLE however.
Radar would not be useful to either one in a Jungle. Too much ground clutter. The plants would provide coverage Visually at least. For Both of them.
The GB's BG is a fearsome weapon indeed. and rightfully so.
The Nazca's Rocket Rifle (Rockets), Short Range Missiles (back mounted), Mystic Energy Blasts (Hands), Supernatural PS, and V-Blades make up for the lack on super-heavy firepower. If the Nazca can close in quickly enough, it can use its SN-PS to rip the BG apart or right off the GB's shoulder. Taking its only weapon away.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Giant2005 »

After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Nightmask »

Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.


The Nazcan armor only has 600 MDC and that's when energized, not 800. Head shots aren't that easy to make, and he's certainly not going to pull off something like that to eliminate a GB in two attacks. You do have to worry about knock-down from a GB strike meanwhile the GB is stabilized and not going to lose attacks from the same deal.
Fair warning: I consider being called a munchkin a highly offensive slur and do report people when they err in doing so.

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It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Giant2005 »

Nightmask wrote:
Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.


The Nazcan armor only has 600 MDC and that's when energized, not 800. Head shots aren't that easy to make, and he's certainly not going to pull off something like that to eliminate a GB in two attacks. You do have to worry about knock-down from a GB strike meanwhile the GB is stabilized and not going to lose attacks from the same deal.

SA head shot isn't too hard to make if you are willing to take a hit and do a silmutaneous attack. Considering the NAZCA PA has magical protection that costs nothing to repair, I can't see that being much of an issue to them.
The Nazca gets 200 MDC from it's structure plus 600 MDC on top of that, the book is pretty specific on that "The higher number is the magic M.D.C. that is available at the beginning of every new day for a maximum of 8 hours. Once the magical M.D.C is depleted or the time limit reached, damage comes off the number in parentheses." So they have to destroy the 600 magical MDC and then start on the Armor's base 200 MDC.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Nightmask »

Giant2005 wrote:
Nightmask wrote:
Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.


The Nazcan armor only has 600 MDC and that's when energized, not 800. Head shots aren't that easy to make, and he's certainly not going to pull off something like that to eliminate a GB in two attacks. You do have to worry about knock-down from a GB strike meanwhile the GB is stabilized and not going to lose attacks from the same deal.

SA head shot isn't too hard to make if you are willing to take a hit and do a silmutaneous attack. Considering the NAZCA PA has magical protection that costs nothing to repair, I can't see that being much of an issue to them.
The Nazca gets 200 MDC from it's structure plus 600 MDC on top of that, the book is pretty specific on that "The higher number is the magic M.D.C. that is available at the beginning of every new day for a maximum of 8 hours. Once the magical M.D.C is depleted or the time limit reached, damage comes off the number in parentheses." So they have to destroy the 600 magical MDC and then start on the Armor's base 200 MDC.


You're reading that wrong, that 600 is the total MDC that's possible when active, it's not something you add on top of the base MDC. 'This is what's available' means 'this is what your MDC is when active', otherwise it would explicitly state 'you add this to your base MDC when active'.
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It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Giant2005 »

Nightmask wrote:
Giant2005 wrote:
Nightmask wrote:
Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.


The Nazcan armor only has 600 MDC and that's when energized, not 800. Head shots aren't that easy to make, and he's certainly not going to pull off something like that to eliminate a GB in two attacks. You do have to worry about knock-down from a GB strike meanwhile the GB is stabilized and not going to lose attacks from the same deal.

SA head shot isn't too hard to make if you are willing to take a hit and do a silmutaneous attack. Considering the NAZCA PA has magical protection that costs nothing to repair, I can't see that being much of an issue to them.
The Nazca gets 200 MDC from it's structure plus 600 MDC on top of that, the book is pretty specific on that "The higher number is the magic M.D.C. that is available at the beginning of every new day for a maximum of 8 hours. Once the magical M.D.C is depleted or the time limit reached, damage comes off the number in parentheses." So they have to destroy the 600 magical MDC and then start on the Armor's base 200 MDC.


You're reading that wrong, that 600 is the total MDC that's possible when active, it's not something you add on top of the base MDC. 'This is what's available' means 'this is what your MDC is when active', otherwise it would explicitly state 'you add this to your base MDC when active'.

It says the higher number (600) is the magical MDC, it says that when that magical MDC (600) is depleted the damage comes off the number in paranthesis (200). There really isn't any other way to read it.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Nightmask »

Giant2005 wrote:It says the higher number (600) is the magical MDC, it says that when that magical MDC (600) is depleted the damage comes off the number in paranthesis (200). There really isn't any other way to read it.


I haven't seen anyone argue that but you, even the initial post for the thread clearly notes the Nazcan armor with the field up has 600 and not 800 MDC. It states 'Main Body -600 MDC, 200 MDC when not energized', not 'Main body-200 MDC, extra 600 MDC when energized'.
Fair warning: I consider being called a munchkin a highly offensive slur and do report people when they err in doing so.

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It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

Not that it matter much anyways...

All the Nazca PA has to do is Turn off the magical field and reactivate for Maximum MDC Instantly.
This can be done over and over as long as the mdc of the field have not been used up before "deactivation" of the field. If the field even has 1 mdc left and is deactivated then reactivated it regains it all.
The 200 mdc of the physical body is healed at the begining of every 24 hour period if it has been damaged after the magical mdc has been used up.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Nightmask »

TechnoGothic wrote:Not that it matter much anyways...

All the Nazca PA has to do is Turn off the magical field and reactivate for Maximum MDC Instantly.
This can be done over and over as long as the mdc of the field have not been used up before "deactivation" of the field. If the field even has 1 mdc left and is deactivated then reactivated it regains it all.
The 200 mdc of the physical body is healed at the begining of every 24 hour period if it has been damaged after the magical mdc has been used up.


That's not how the Nazcan power armor's energized field works, you can't turn it off and restart it and get a clean slate back to 600 for nigh-infinite MDC. That's no more possible than turning off and instantly restarting a Naruni Force Field to get instant full MDC. You can't, however much damage it takes it has a set time to recover and simply shutting off and turning back on won't wipe the slate clean and restore it instantly to full power.
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It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Killer Cyborg »

Giant2005 wrote:After re-reading the details on both of the PAs, the GB would be destroyed fairly easily.
The GB has quite a serious handicap of the potential for his head being blown off. To kill the NAZCA PA, the GB has to deplete it's main body MDC of 800. To kill the GB pilot all that is required is to blow it's head off by inflicting 290 MDC which is something the NAZCA can do in two attacks. It can even do it in one attack with good rolls.


Called Shots take 2 attacks each.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Killer Cyborg »

TechnoGothic wrote:
Mack wrote:Depends on the roll of the dice, and if the GM allows a called-shot missile strike to the Boom Gun.


Well the Missile Rifle use Laser guided Rockets. POINT. AIM with LASER. FIRE... Rocket Hit where Laser was aimed at.


And if you aim a laser at a mirror, where does that laser land?
On the mirror, or someplace else?

With laser-guided weapons, the missiles track the light reflected back from the target toward the weapon, and bouncing a laser off of a curved, mirrored surface might well not reflect enough light directly back for the missile to follow.
And the weapon in question specifically mentions that the laser has to remain on the target in order to work.

Even if it does work, if the GB is more than 600' away, using the rockets takes up 2 attacks.

The short-range missile launchers can dish out a lot of damage, firing volleys of up to 4 missiles for 2d4x10 MD each (average of 50 MD per missile, for a total of 200 MD per volley), but missiles have their downsides.
They can be shot out of the air before they hit, for example.
Also, the GB can do a block sacrifice, letting his arms take the damage.
And if the missiles are explosive, the GB can Roll With Impact to take half damage.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

Nightmask wrote:
TechnoGothic wrote:Not that it matter much anyways...

All the Nazca PA has to do is Turn off the magical field and reactivate for Maximum MDC Instantly.
This can be done over and over as long as the mdc of the field have not been used up before "deactivation" of the field. If the field even has 1 mdc left and is deactivated then reactivated it regains it all.
The 200 mdc of the physical body is healed at the begining of every 24 hour period if it has been damaged after the magical mdc has been used up.


That's not how the Nazcan power armor's energized field works, you can't turn it off and restart it and get a clean slate back to 600 for nigh-infinite MDC. That's no more possible than turning off and instantly restarting a Naruni Force Field to get instant full MDC. You can't, however much damage it takes it has a set time to recover and simply shutting off and turning back on won't wipe the slate clean and restore it instantly to full power.


I will Quted how it Does Work...

The Power Armor can be magically "empowered" with a simple verbal command from iside the suit. However, this magical energy reserve has its limitations. The Magically enchanced armor is only avaiable for 8 hours a day (24 hours period). This means the pilot should not squander the power and use it only for certain battle. Once Activated the Extra Protection will remain until Turned off.
When reactivated, it will heal any damage from earlier battles. Once all the magic mdc has been depleted, the physical armor is vulnerable to attack and destruction. The armor however fully regenerates to maximum mdc at the begining of every new 24 hour period.


READ It. If the Pilot turns it off, and reactivats it, it will heal any damage from earlier battles.
Only when the empowered mdc is depleted completely (without being turned off, or 8 hours is used up) is the physical armor vulnerable to harm. Then and only then does the nazca heal physicaly to full mdc at the begining of every 24 hour period.

NOTE ...
The Armor of the SUN as a simulair ability, yet it makes note to mention that the the Armor of the Sun carries over damage from oe activation to the next activation...
While the Nazca PA does not mention that damage is carried over from one activation to the next activation. Yet the Nazca says "When reactivated, it will heal any damage from earlier battles. in fact. Meaning it can Turn off the Magical Empoered mdc, then turn it back on for instant new mdc at maximum levels.

It is MAGIC, not a technology based Forcefield. Its more like the Magic Invulnerablity tattoo or Armor of Ithan spell which can be recast for instant for full mdc also.
Magic-Based Field, not Science-based Force Field...
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Nightmask »

TechnoGothic wrote:
Nightmask wrote:
TechnoGothic wrote:Not that it matter much anyways...

All the Nazca PA has to do is Turn off the magical field and reactivate for Maximum MDC Instantly.
This can be done over and over as long as the mdc of the field have not been used up before "deactivation" of the field. If the field even has 1 mdc left and is deactivated then reactivated it regains it all.
The 200 mdc of the physical body is healed at the begining of every 24 hour period if it has been damaged after the magical mdc has been used up.


That's not how the Nazcan power armor's energized field works, you can't turn it off and restart it and get a clean slate back to 600 for nigh-infinite MDC. That's no more possible than turning off and instantly restarting a Naruni Force Field to get instant full MDC. You can't, however much damage it takes it has a set time to recover and simply shutting off and turning back on won't wipe the slate clean and restore it instantly to full power.


I will Quted how it Does Work...

The Power Armor can be magically "empowered" with a simple verbal command from iside the suit. However, this magical energy reserve has its limitations. The Magically enchanced armor is only avaiable for 8 hours a day (24 hours period). This means the pilot should not squander the power and use it only for certain battle. Once Activated the Extra Protection will remain until Turned off.
When reactivated, it will heal any damage from earlier battles. Once all the magic mdc has been depleted, the physical armor is vulnerable to attack and destruction. The armor however fully regenerates to maximum mdc at the begining of every new 24 hour period.


READ It. If the Pilot turns it off, and reactivats it, it will heal any damage from earlier battles.
Only when the empowered mdc is depleted completely (without being turned off, or 8 hours is used up) is the physical armor vulnerable to harm. Then and only then does the nazca heal physicaly to full mdc at the begining of every 24 hour period.

NOTE ...
The Armor of the SUN as a simulair ability, yet it makes note to mention that the the Armor of the Sun carries over damage from oe activation to the next activation...
While the Nazca PA does not mention that damage is carried over from one activation to the next activation. Yet the Nazca says "When reactivated, it will heal any damage from earlier battles. in fact. Meaning it can Turn off the Magical Empoered mdc, then turn it back on for instant new mdc at maximum levels.

It is MAGIC, not a technology based Forcefield. Its more like the Magic Invulnerablity tattoo or Armor of Ithan spell which can be recast for instant for full mdc also.
Magic-Based Field, not Science-based Force Field...


Shouting 'READ it' isn't going to change things to your interpretation. Just because it's magic doesn't mean it hasn't got rules it operates under and the spells you note have costs and durations and aren't infinite in nature like you're making things out to be. The armor would be insanely indestructible under your interpretation, Intruder level indestructible and that's just not logical. At best it's a poorly worded sentence for the Nazcan power armor, particularly when you point to an example where the damage does carry over for a similar item. No PPE or ISP cost instant regeneration of the armor for an 8hr period would be incredibly munchkin, and that's not a word I toss around casually.
Fair warning: I consider being called a munchkin a highly offensive slur and do report people when they err in doing so.

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

It's 'canon', not 'cannon'. A cannon is a big gun like on pirate ships, canon is what you mean when referring to something as being contained within one of the books such as how many dice to roll for a stat.
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by TechnoGothic »

Duration is Until Turned Off, or 8 Hours in total per Day. Easy to understand, yes...

Its not poorly worded. The Nazca PA is oneof those Uber-powerful things in the SA setting CJ meant to have around.
The Sun of the Armor does State that (Armor of the Sun) works as Your trying to say the Nazca PA works. While the Nazca PA has different wording because it works differently and is meant to be uber-powerful in its function.
Yes, the Nazca PA is muchkin, its one of CJs ultra-powerful TW write ups. It does what he meant it to do. Be awesome on the battle field.

If the Pilot forgets to turn off the field in battle and let the field be depleted, he just screwed up big time. cause he depleted the magic field and now the armor is at risk of destruction.

Only 250 suits are in service. 65 has been detroyed, and 30 or so missing.
Only losing 65 is pretty good, and those would most likely be rookie pilots who forgot to turn off the field and reactivate it in battle. its not like it a easy to remember to do. WHY, cause you dont really know how much extra protection you have on a sensor gaudge and have to guess when it could be low...
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Re: NAZCA PA (SA2) vs GB-Classic (RMB) ??

Unread post by Shark_Force »

Killer Cyborg wrote:Also, the GB can do a block sacrifice, letting his arms take the damage.


well, this is only somewhat true.

first off, the glitter boy isn't a regular robot vehicle. the pilot's arms are inside those things. getting the arms blown off is going to have... "undesirable repercussions", shall we say.

secondly, the glitter boy needs those arms to use the boom gun. it's a hand-held weapon (or at least, hand-braced, and hand-moved).
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