Nexus Battleship

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DhAkael
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Re: Nexus Battleship

Unread post by DhAkael »

holmberg wrote: what happened to the web supplement for the Phaseworld books? Thought there was supposed to be a bunch of stuff on magic in space and such.


Lord Siembiada decided to sit on that file and just let it rot...
Mr. Gleba can't do anything due to the fact he signed off any further rights to the space magic files when he sold it to PBooks. Read the contract in the 'submissions' section :frust:
By the looks of it, we will NEVER see the space magic posted. Sort of like 'Mechanoid Space' :P
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Unread post by BigLEE »

In space MACH 5 and MACH 15 are both 0kps (even if you use the sea level measurement for MACH numbers, PW ships are all still slower than todays space shuttle). Just convert the MACH numbers to G's of acceleration, and things almost start to make more sense.
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Unread post by RainOfSteel »

BigLEE wrote:In space MACH 5 and MACH 15 are both 0kps (even if you use the sea level measurement for MACH numbers, PW ships are all still slower than todays space shuttle). Just convert the MACH numbers to G's of acceleration, and things almost start to make more sense.


Yeah, I've been having to supress a big gut-busting laugh in Palladium's general direction for using Mach numbers for space speeds ever since I picked up my first copy of the Robotech RPG in, what was it, 1987 or 88? Somewhere in there.
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glitterboy2098
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Unread post by glitterboy2098 »

Just convert the MACH numbers to G's of acceleration, and things almost start to make more sense.



a less math intensive method would be as such.

read "mach" as Mark:


1 milli-Mark = 10 kilometers/hour
1 centi-Mark = 100 kilometers/hour
1 deci-Mark = 1,000 kilometers/hour
1 Mark = 10,000 kilometers/hour
1 deka-Mark = 100,000 kilometers/hour
1 hecto-Mark = 1,000,000 kilometers/hour
1 kilo-Mark = 10,000,000 kilometers/hour

1.8 kilo-Mark = speed of light = 18,000,000 kilometers/hour=1800 Mark



and accelleation/deccelleration would improve dodge bonuses (especially combined with other manuvers.) throw's off aim.

if:
(36kph/h x 60 x 60)/10000 = marks
129600 kph/h = 1g= 12.96 marks/h

so:
.1G= 1.296 marks/h
.2G= 2.592 marks/h -4 to dodge
.3G= 3.88 marks/h
.4G= 5.184 marks/h -3 to dodge
.5G= 6.48 marks/h
.6G= 7.776 marks/h -2 to dodge
.7G= 9.072 marks/h
.8G= 10.368 marks/h -1 to dodge
.9G= 11.664 marks/h
1G= 12.96 marks/h +/- 0 to dodge
1.1G= 14.256 marks/h
1.2G= 15.552 marks/h +1 to dodge
1.3G= 16.848 marks/h
1.4G= 18.144 marks/h +2 to dodge
1.5G= 19.44 marks/h
1.6G= 20.736 marks/h +3 to dodge
1.7G= 22.032 marks/h
1.8G= 23.328 marks/h +4 to dodge
1.9G= 24.624 marks/h
2G= 25.92 marks/h +5 to dodge
2.1G= 27.216 marks/h
2.2G= 28.512 marks/h +6 to dodge
2.3G= 29.808 marks/h
2.4G= 31.104 marks/h +7 to dodge
2.5G= 32.4 marks/h
2.6G= 33.696 marks/h +8 to dodge
2.7G= 34.992 marks/h
2.8G= 36.288 marks/h +9 to dodge
2.9G= 37.584 marks/h
3G= 38.88 marks/h +10 to dodge


please note that the next shot the ship in question fires will have the inverse of the dodge bonus for a To hit penalty.

so if a ship deccells for a +4 to dodge, the next shot it fires is at a -4 to hit. (since anything that throws off an enemies aim als will throw off your own.)
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SirTenzan
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Glitterboy Boomgun & Missile Speeds...

Unread post by SirTenzan »

holmberg wrote:Your right.
I think as far as the Canon goes for it to be usefull and if you use the printed Phaseworld rules I would increase the range and Speed of the canon by a factor of 10-20 just to be useful.
Still don't like the fact that you have FTL ships performing combat at only mach 6-20 though. Dosn't seem like it should work especially with the ranges they give the weapons.


It would indeed be useful to alter the speed of objects in both space and on RIFTS Earth for that matter...

Take into account the speed of the Glitterboy's Boom Gun projectiles. At Mach 2, the slugs are moving at 1,340 mph, according to Palladium's Mach 1 standard of 670 mph. This means that the slugs travel at precisely 1,965.33 feet per second. At the maximum range of 11,000 feet, it takes the slugs approximately 5.6 seconds to travel that distance. If a character observes the Glitterboy from this distance then, a character has that long to elude the flight path of these deadly projectiles. Assuming that their spread is relatively small - considering the concentrated firepower the slugs seem to be capable of - essentially a Glitterboy's slugs couldn't hit much more than an immobile target or via surprise at any significant ranges.

(On the other hand if you figure out the physics pertaining to how fast the appx 5 Lb. projectiles would have to be blasted out of the barrel to throw a 1.2 ton object 30' backwards from the recoil, the actual speed is astronomical. The speeds suggested however would conclude that the weapon essentially would be useless as the projectiles would be vaporized within mere feet of leaving the barrel by the friction of flying through an atmosphere at those speeds.)

Missile speeds have also long been a point of interest along this same vein. Short Range Missiles are one of the most neglected types listed, with their pathetically low speeds. Oftentimes characters with any ranged capabilities of their own would get 2 or more attacks in an effort to down these projectiles before impact or falling within the blast radius of the offending projectiles.

Personally I think that in the new Ultimate RIFTS series they should revise their data on the Glitterboy, including the speed of the projectiles, and the recoil forces supposedly encountered. Also they really need to retire the old Robotech Era reprinted missile charts and go with a new set based on real world technology.

As John Carter of Mars would say; "I have spoken." :wink:
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Re: Nexus Battleship

Unread post by Vrykolas2k »

DhAkael wrote:
holmberg wrote: what happened to the web supplement for the Phaseworld books? Thought there was supposed to be a bunch of stuff on magic in space and such.


Lord Siembiada decided to sit on that file and just let it rot...
Mr. Gleba can't do anything due to the fact he signed off any further rights to the space magic files when he sold it to PBooks. Read the contract in the 'submissions' section :frust:
By the looks of it, we will NEVER see the space magic posted. Sort of like 'Mechanoid Space' :P


That sux.
:badbad:
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DhAkael
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Re: Nexus Battleship

Unread post by DhAkael »

Vrykolas2k wrote:
DhAkael wrote:
holmberg wrote: what happened to the web supplement for the Phaseworld books? Thought there was supposed to be a bunch of stuff on magic in space and such.


Lord Siembiada decided to sit on that file and just let it rot...
Mr. Gleba can't do anything due to the fact he signed off any further rights to the space magic files when he sold it to PBooks. Read the contract in the 'submissions' section :frust:
By the looks of it, we will NEVER see the space magic posted. Sort of like 'Mechanoid Space' :P


That sux.
:badbad:

No [feces], it sux Vry :P !!!
But what do we know; we're just the mud-sucking schlubs that pay Mr. Siembiada to release incomplete books..at least in his mind :D :P
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Unread post by drewkitty ~..~ »

glitterboy2098 wrote:

a less math intensive method would be as such.

read "mach" as Mark:


1 milli-Mark = 10 kilometers/hour
1 centi-Mark = 100 kilometers/hour
1 deci-Mark = 1,000 kilometers/hour
1 Mark = 10,000 kilometers/hour
1 deka-Mark = 100,000 kilometers/hour
1 hecto-Mark = 1,000,000 kilometers/hour
1 kilo-Mark = 10,000,000 kilometers/hour

1.8 kilo-Mark = speed of light = 18,000,000 kilometers/hour=1800 Mark



and accelleation/deccelleration would improve dodge bonuses (especially combined with other manuvers.) throw's off aim.

if:
(36kph/h x 60 x 60)/10000 = marks
129600 kph/h = 1g= 12.96 marks/h

so:
.1G= 1.296 marks/h
.2G= 2.592 marks/h -4 to dodge
.3G= 3.88 marks/h
.4G= 5.184 marks/h -3 to dodge
.5G= 6.48 marks/h
.6G= 7.776 marks/h -2 to dodge
.7G= 9.072 marks/h
.8G= 10.368 marks/h -1 to dodge
.9G= 11.664 marks/h
1G= 12.96 marks/h +/- 0 to dodge
1.1G= 14.256 marks/h
1.2G= 15.552 marks/h +1 to dodge
1.3G= 16.848 marks/h
1.4G= 18.144 marks/h +2 to dodge
1.5G= 19.44 marks/h
1.6G= 20.736 marks/h +3 to dodge
1.7G= 22.032 marks/h
1.8G= 23.328 marks/h +4 to dodge
1.9G= 24.624 marks/h
2G= 25.92 marks/h +5 to dodge
2.1G= 27.216 marks/h
2.2G= 28.512 marks/h +6 to dodge
2.3G= 29.808 marks/h
2.4G= 31.104 marks/h +7 to dodge
2.5G= 32.4 marks/h
2.6G= 33.696 marks/h +8 to dodge
2.7G= 34.992 marks/h
2.8G= 36.288 marks/h +9 to dodge
2.9G= 37.584 marks/h
3G= 38.88 marks/h +10 to dodge


please note that the next shot the ship in question fires will have the inverse of the dodge bonus for a To hit penalty.

so if a ship deccells for a +4 to dodge, the next shot it fires is at a -4 to hit. (since anything that throws off an enemies aim als will throw off your own.)


Oh No!! He's reinvented TMF!
:D
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Re: Nexus Battleship

Unread post by Warwolf »

holmberg wrote:Is it me or is the Solar Flare Canon pretty much usless unless it is used as an ambush weapon or planetary/spacestation assault weapon.


Yeah, I recently read the Phaseworld set and thought the same thing. Oh Mr. Gleba, would you kindly bestow an explanation/fix for this. Was it perhaps a misprint, or is there something we are missing?
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Unread post by Carl Gleba »

Well I suppose that depends on what you're looking for?

1. The Weapon is "Experimental" and new, so its not "perfect" or 100% reliable. This was meant to give G.M.'s a little creative licences.

2. The flare is pretty large and get a few of them floating around a battle field makes for dangerous fighting conditions. Ships may have to take evasive maneuvers, or fly around them to avoid them. U.W.W. ships could even use them as a defensive screen to hide behind.

3. Stationary targets like small planetoids or Space Stations are toast!

4. Point blank attacks would be deadly!

5. I thought it was a cool idea at the time :(

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Unread post by DhAkael »

Carl Gleba wrote:Well I suppose that depends on what you're looking for?

1. The Weapon is "Experimental" and new, so its not "perfect" or 100% reliable. This was meant to give G.M.'s a little creative licences.

2. The flare is pretty large and get a few of them floating around a battle field makes for dangerous fighting conditions. Ships may have to take evasive maneuvers, or fly around them to avoid them. U.W.W. ships could even use them as a defensive screen to hide behind.

3. Stationary targets like small planetoids or Space Stations are toast!

4. Point blank attacks would be deadly!

5. I thought it was a cool idea at the time :(

Carl


Still is cool...just the "numbers" need a bit of tweaking :D
But any GM worth their salt (hint to rules lawyers) can do the tweaking themselves :P
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Unread post by Warwolf »

DhAkael wrote:Still is cool...just the "numbers" need a bit of tweaking :D
But any GM worth their salt (hint to rules lawyers) can do the tweaking themselves :P


Too true, I think we just wanted a little clarification on how the creator intended it to be used. I still think it is a wicked idea, now I just have to do a little "tweaking". :demon: Thanks for a third time today Carl.
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Unread post by Syndicate »

No mechanoid space....aaHHHHAhahhhhhHHHHHHHHHH!!!!!! :frazz:

The Gods must be in need of a sacrifice....(grabs a copy of D&D 3.5 and tosses it into the flames...)

There...now give us our books... :demon:
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Already posted but here's the link

Unread post by DhAkael »

Something I came up with after reading about the UWW Arcane-X
Its main cannon is still relatively short ranged for a starship, but it takes the flare-cannon one step further :D
viewtopic.php?p=561100#561100
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