Eashamahel wrote:Killer Cyborg wrote:The C-12 actually only did 2d6 per shot; the 4d6 MD setting was a burst setting.
(I did not subscribe to this theory at first, but several LONG online arguments, a book checking, and a personal conversation with Kevin Siembieda changed my mind.
So before you doubt... just consider that it takes a lot of proof for me to change my position, and this was NOT my original view):
Really, huh? That's awesome to know! I have wondered back and forth on that question for as long as I have played Rifts, since the math adds up so well, the second setting doing EXACTLY double the single shot damage, the 5 shots=x2 damage, I had never really been able to come up with solid evidence to support that it WAS the burst damage listed (so the three settings are SDC, MD, and 5 round MD burst), but word from 'on high' showing that was the intention seems like enough evidence. The thing that kept me from deciding that was how it worked was always the NG-57, which ALSO had two damage settings, which are CLOSE to double for the second, but has no mention of having pre-set burst fire. Of course, the Sourcebook introduced the CV-212, which has the same damages (2D6 and 4D6) and the same note about bursts of 5, similiar enough it supported the C-12's 4D6 being the burst. Anyways, sorry to get way off topic, but that is very neat to know!
Yeah, the NG-57 was brought up, as was the CV-212 and the CV-213.
Here's some links to the old threads, if you want to read up on it:
viewtopic.php?p=2321488#p2321488viewtopic.php?p=861910#p861910viewtopic.php?p=859454#p859454viewtopic.php?p=444391#p444391Personally, I was disappointed to find out that the C-12, which I had considered to be one of the most powerful weapons in the game, wasn't even as good as the L-20.
The CS was (and is) repeatedly described as having the best tech on the planet... but their main weapon is outgunned by most other stuff in the books.
My patch to this was to rule that the C-12's 5-shot setting was a
pulse instead of a burst, boosting the damage to 1d6x10 MD.
The reason why the CS switched to the CP-40 in my games is because the C-12's 5-shot setting was abused, and the troops tended to chew through ammo a lot faster than the brass would like (60 shots only gets you 12 pulses, so it can go quick!).
That way, the flavor text about the C-12 being "a favorite infantry workhorse" and it being "still a favorite of Commandos and Special Ops" makes some kind of sense, but the existence of the CP-40 also makes sense.
I proposed that change to KS at GenCon 2005, but he seems to have gone with a 3-shot burst setting for 4d6 instead.
So when I wrote up my home-brew CS Arms Company,
Patriot Arms Incorporated, the very first thing that I wrote up was a conversion kit that would boost the weapon from a 3-shot burst (or a 5-shot burst, or whatever) to the 5-shot pulse that I think is more appropriate.
Killer Cyborg wrote:Which pretty much supports your point.
Also, the C-14 was nerfed down to Single Shot as early as CWC.
Yeah, but so was every gun, including the C-12, though I suppose if you figured out that the second damage was the burst damage, then you actually do fire 'Equal to the combined HtH attacks of the user', seeing as how you couldn't fire long bursts with it anyways.
Right; you could fire single-shots or 5-shot bursts, and either way it uses one attack.
Interestingly, the C-10 is still listed as 'Aimed, Burst, Wild' in CWC, but that's probably an oversight, as by then they were trying to make everything either pulse or single shot.
Probably an oversight, I agree. But for a while, it meant that the C-10 was in some ways better than the C-12, simply because it could still rip off a clip if you needed to!
But anyways, the CS being the big bad guys of the original rulebook, were given solid armour for infantry, as well as power armour and robots, but on an infantry level were given lower weapon damage than most for shooting, so that the game was more epic and PCs were rarely insta-smote. This carries over to Power Armour and robots guns, which are less likely to insta-smote characters as well, while many character driven, non-CS weapons could wreck CS soldiers in short order.
Interstingly, this also shows up in the HtH damages of the original Rifts setting as well. CS troopers get vibro blades and claws, or vibro sabres in borgs, doing 1-2D6 damage, whereas PCs get Flaming Swords, Psi-Swords, ect, which vastly outpace most NPC combat damage (the Xiticix are another good example of this, with their 1D6 MD power punches).
Good points.
Since I interpreted the C-12 primarily by the "Aimed, Burst, Wild" ROF listed in the RMB, and took the 4d6 MD setting to be a single shot, I always ignored the 5-shot reference and allowed them to fire off bursts and sprays as per the rules on p. 34 of the main book, then later the rules on p. 9 of CB1.
So they started off being able to unload a 6-shot burst for 8d6 MD, a 15-shot burst for 4d6x5 MD, or a 30-shot burst for 4d6x10 MD.
Even with CB1, they could fire a 6-shot burst for 8d6 MD, a 15 shot burst for 4d6x3, and a 30-shot burst for 4d6x7.
And with the E-Cannister, they could fire up to two full-clip bursts in a row, before having to reload!
Which was powerful, but only a bit better than the JA-11 could do with its ion beam, and the JA-11 was more versatile, so it seemed pretty even.
Needless to say, the CS were feared in my games... especially the skelebots, which could fire off a 15-shot burst every attack without fear of running out of ammo.
BUT I agree that Palladium probably intended for the CS Grunts to generally be a bit weaker than PCs when it came to firepower, and a bit tougher when it came to armor.
Might be fun to go back, and try to play some old-school games that way, now that I have a better understanding of the original rules.