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Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Tue Oct 12, 2010 9:46 pm
by Pepsi Jedi
blaze wrote:we'll lets see.....

People are still worrying about the nukes.... First off the nukes that we have in the U.S. aresenal dont need to be spun into silos, they are already there. they are fueled and ready. all that needs to be done is push the button.

But they will not even be used....... They will not have time to use them..... The whole ordeal will be over before they even get the go ahead to use them.... Ship will be gone within a couple of hours.



Um.... to my knowledge this isn't right.

Yes our nukes are 'in' silos, but they're not all sitting there hot ready to go at the push of a button. You have to prime them and fuel them and stuff. It's not a split second decision sort of thing. You have to open the hardned (( nuke 'proof')) bunkers and get the missile ready to fly. Most of the nukes we have already have targeting solutions in the computer. "Alien ship landed in BFE" isn't usually a targeted position so you gotta get eyes on or at least cords to punch in then shoot it off. The fueling of an ICBM takes a while. They're very much not instant fire and forget puppies.

I'll say I'm ----not---- a leading authority on nuclear weapons. I'm just going off the information I have. Even the nukes we have in the subs need to be primed and spun up to fire. And those are alot smaller.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Tue Oct 12, 2010 9:52 pm
by taalismn
But aren't modern ICBMs storable solid fuel rather than the old liquid gas tanks like the Titan series? What needs to be tanked aboard? Starter fluids? Coolants?

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 4:09 am
by Nekira Sudacne
Jabborwacky wrote:
Steeler49er wrote:BINGO AND PERFECTLY SAID JABBORWACKY
YEAH... WE HAVE A WINNER!!!


Although I don't agree that the impact from falling 100,000 ft up would be anywhere the World wide level of devistation that is assumed to have killed the dino's, i DO agree with Absolutely everything else.

Jabborwacky has hit this nail Smack on the head. If SNoW nukes go off ((The Real ones used to Wipe states, were described in one of the books as being in the millions of MDC range-forgot page NO#)) and would send an EMP that Would most [non-hardend] electronics for a hundered miles, plus it would cause a mini-nuke winter, Plus it would send high winds all over and Vape dozens of miles and Devistate a hundered miles with easy...

Tactical-Nukes on the Other hand would do Crap for damage (D6x100+/-) and would At Best do some heavy scuff damage to the ships hull while reducing their force feilds by very little (Every Large high tech ship, which is all of them, in Phase world has an average of 10,000MDC worth of variable force feilds) damage all and all.

PLUS, Neither the Repo-bots Nor the CS would want this fight.
The CS psychics that can see the future would get a Horrid vision a week or more prior that a horrible fate would bestow the innitiator of a fight with the "Falling Naruni star".
The CS would use Psychics and check out the ship... then let them.

War is costly, and Yes the CS Would use Nukes when all else failed, and those nukes Would likely destroy the ship if enough hit. If those nukes were State killer (SNoW Nukes) then heck yah the ship would get blasted from the thing even if it 'pre-detonated' at even a few mile out. The second SNoW coming in out of the newly made Blind spot would finish whatever the first one didn't...
But that would fragg ½ the US in nuke winter, Blind millions look up, and fragg ½ the tech in the old US And it would(as the CS fears) T-off many nations who remember what Started the caticlysm off, Including the Splooies.
And the CS would rather let this whole thing Go away. Yes the two forces may skirmmish but, in the end the two would hold back and the NE star ship would Just leave earth in a few hours after crashing.


Arguement in favor


I'm glad you agree with me. However, I still disagree on the whole nuke part. They would recognize the fact that launching nukes is the equivalent of committing suicide, and possibly the genocide of the human race in North America. Firing nukes off would only set humanity back while giving alien forces a further advantage. It would violate the Coalition State's idiology and morals to launch nukes to take down the enemy ship. They would not screw over all of humanity on the North American continent by using such an attack. Most likely they would be focused on saving/evacuating their populace and fighting defensively.


Huh? Nuking one area is not going to set all of humanity in north america back. Not even close?

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 8:03 am
by Subjugator
Killer Cyborg wrote:If things got bad enough, the CS would use an ICBM, even if the ship was in their own farmland.
I'm not sure how fast an ICBM travels (one estimate I found online says 15,000 mph), and I'm not sure what the range of the ship's (or bots') guns is going to be, but shooting down an incoming missile isn't necessarily as easy as one might think.
The things move FAST.
If the 15k mph is roughly accurate, that would mean that the thing travels something like 62.5 miles per melee round, which is going to net out at very roughly 10+ miles per attack.
Only the main gun of the ship has that kind of range. I'm not familiar with the ship, but if the main gun is in a fixed position, it won't be able to track the missile at all. If it's not fixed, and it's able to track, it could get one shot off at one incoming ICMB before they hit.
Of course, ICBMs are often equipped with penetration aids* to help it bypass antiballistic missile defenses, so that would be a factor too.

And, of course, the nuke wouldn't necessarily have to hit the ship directly. ICBMs have quite a blast radius on them.
For a 1 megaton nuke, the immediate blast area seems to be about 6 square miles, so if the missile lands 3 miles away from the ship, it should still take full damage.
The pressure wave can cover maybe 100 square miles, so even if the bots are out of the ship, they should hope that they're 50 miles away by the time the ICBM hits.
Also, there's going to be a firestorm that covers roughly the same area.
With that in mind, the CS could, if necessary, launch a bunch of their 1 megaton nukes set to hit just out of range of the longest defensive gun that's able to track and fire at incoming missiles. Even at 18 miles away, the firestorm and pressure wave would do significant damage to the ship, and bury it in a cloud of ash and smoke (and flying debris) that would impair detection of future incoming missiles.
Also, the EMP would create at least a 25% chance (according to New Navy) of taking out even hardened electronic systems, so the ship has about a 1 in 4 chance of being rendered useless per large nuke sent its way.
(The EMP listing is for the smaller, 100-200 kt nukes statted out in the book, so a nuke with 5-10x the firepower probably has a better chance. Even if it doesn't, a lot of the smaller nukes could be used to EMP the ship into uselessness.)

By the time the CS resorted to nukes, however, at least some of those repobots would likely be outside of the 50 mile radius, IF they decided for some reason to abandon the ship and scatter long distances away.
They might tear up the countryside pretty bad, causing quite a lot of damage.
But the ship itself would be toasted.



*get your minds out of the gutter. I'm referring to chaff. ;)


The problem with your idea is that a nuke that's been shot down will not go off. The hard part with the non-cheapo nukes (i.e. modern ones and not those with the old style gun-type triggers that had a minimal overall effect) is that they're timed to impossibly tight firing orders to make the reaction take place. A gun-type trigger can get a 3-4kt nuke, but it's really not going to do a whole lot...and even then it won't go off just because someone shot it.

/Sub

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 8:06 am
by Subjugator
Pepsi Jedi wrote:I didn't think any of them got through. My point was that the CS did launch nukes that worked and didn't get shot down by the Killer Orbital Satalites. But I thought all got sucked through rifts and none actually landed and hit tolkeen? It's been a while since I read the first book in that series.


Do we know if those were cruise missiles or ICBMs though PJ? A cruise missile would be able to go from Chi-Town to Tolkeen without issue, and it would not reach the same altitudes as an ICBM.

/Sub

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 4:25 pm
by Zer0 Kay
Nekira Sudacne wrote:
Zer0 Kay wrote:
Nekira Sudacne wrote:
Lenwen wrote:I am asking about the fall out from the CS learning of such a ship in their territory which is not 100% crippled but just enough to make it unable to break Earths orbit, which still has in tact all Repo-Bots and all other ship systems save the ability to break orbit.

How would the CS handle this or perhaps other power blocks ?


They try to get in, the repo bots repell them, the CS nukes the ship. The location is irradated for a few years.

Because the repo bots are stupid just like the skelebots? Yeah, they'd never think to mobilize because if the situation was turned they'd eradicate an invader too? The lame missile chart nukes won't cause much damage and ICBMs aren't very good for targeting moving objects that can move fast enough to get outside of the radious after detection. Yeah, yeah some math is required and I'm not really interested. But Naruni systems should be able to detect the incoming missile early enough to be able to get away... yeah they may be irradated but I don't think the repo bots will care much and they're probably hardened vs. EMP so only the thermal and compression wave are the damage sources they need to worry about. I'd rule if they can get out of the first listed blast radious for the bombs that they suffer no damage, or the divider is increased for non organics.


they're inside coalition territority. given the speed of missles it's very doubtful they could possibly fix the engines in time.

And a commodity class ship wouldn't have any fast vehicles aboard? Of course that means I'm assuming that when he says a full compliment of repobots he means what is normally on there not that the entire cargo hold is filled with them.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 4:33 pm
by Zer0 Kay
Nekira Sudacne wrote: For a little while? sure. I just don't think one phase world ship could possible stand up to a sustaned barrage of hundreds and thousands of missles. It can only shoot down so many at a time, and frankly I don't buy that repo bots are capable of just standing on the ship deck and shoot down oncoming ICBM's with handguns. By the time the missles are in range of the repo bots themsevles, it's too late. even the best hand rifle gun Naruni has has a range of less than a mile, and according to PW rules once a missle is within a mile it's impossible to shoot down.

This is a Major nation state we are talking about here. It has missles in the tens of thousands. One ship, no matter how advanced and well armored, is going to survive under any kind of sustained barrage. The CS keeps launching until it's dust, end of story.


They couldn't use ICBMs. ICBMs go up and then come down, they'd get blown away by all the orbital stuff. They'd have to use cruise missiles. As far as the 10s of 1000s... if we are talking standard missiles flying in a volley don't forget that they don't have to shoot them ALL down, just cause a chain reaction. They have missiles and micro missiles too and the ship itself has several weapon systems on the top surface, to include cruise missile launchers and 60 PD cannons... where is the w/i 1mi can't shoot down missiles rule?

You know I'm arguing this even though I know they'd eventually get overwhelmed by the swarm of insects called the CS.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 4:35 pm
by Subjugator
Also, they don't have 10,000 of the 1 megaton nukes. They have 50 per year, and only those 50 per year starting after they salvaged the technology and started building them, which, IIRC, is very recently.

/Sub

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 4:46 pm
by Zer0 Kay
blaze wrote:Pepsi. the United States has nukes that are ready to go in a moments notice. They are solid fuel. The bunkers are opened pretty quickly because if back in the cold war. If russia was to attack the U.S. then they would have to be launched at a moments notice. Some were to intersept the incoming nuclear missles in midflight in the upper atmosphere, others had hard targets in the USSR. military rockets are solid fuel. They don't gas them up. still it only takes seconds to punch in new coordinates.


... opened fast... yeah I'd say so, the only reason you see the silo doors open slow is because it is for inspection. There are explosives to blast the door open. The LGM-118A does have liquid fuel. The first, second and third stages to get it into LEO are solid but the post thrust fuel for maneuvering the MIRVs into possition is liquid and it sits in the silo dry... granted it is a rapid fueling but the issue with Rifts is that ICBMs will not work. They will get shot down by the orbital community. The End. They'd have to use Cruise missiles.

I was also Air Force but a great resource is FAS.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 4:52 pm
by Zer0 Kay
taalismn wrote:But aren't modern ICBMs storable solid fuel rather than the old liquid gas tanks like the Titan series? What needs to be tanked aboard? Starter fluids? Coolants?

4th stage post-boost is liquid.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 4:56 pm
by Zer0 Kay
Subjugator wrote:Also, they don't have 10,000 of the 1 megaton nukes. They have 50 per year, and only those 50 per year starting after they salvaged the technology and started building them, which, IIRC, is very recently.

/Sub


Hmm... they must be either high end cruise or low end ICBMs. The Peacekeeper carries 10 300KT MIRVs for those that don't want to do the math, thats 3MT.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 4:58 pm
by Subjugator
*shrug* Tell 'em to send Zurvan (Is that his name? The 4D Persian deity anyway...) back in time to go get Louis Slotin (the craziest man I've ever heard of) so he can do some fissile material testing and they can make some better ones.

/Sub

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 5:02 pm
by Zer0 Kay
blaze wrote:we'll lets see.....

People are still worrying about the nukes.... First off the nukes that we have in the U.S. aresenal dont need to be spun into silos, they are already there. they are fueled and ready. all that needs to be done is push the button.

But they will not even be used....... They will not have time to use them..... The whole ordeal will be over before they even get the go ahead to use them.... Ship will be gone within a couple of hours.


Just push the button??? So much for the dual controll eh? :nh:

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 5:08 pm
by Zer0 Kay
Subjugator wrote:*shrug* Tell 'em to send Zurvan (Is that his name? The 4D Persian deity anyway...) back in time to go get Louis Slotin (the craziest man I've ever heard of) so he can do some fissile material testing and they can make some better ones.

/Sub

:lol: but they want to make sure they don't shake his hand or he may dissapear from the time line :) Interesting I was reading about that a couple days ago and if the fizzle material can't maintain a constant chain reaction to cause detonation the warhead is said to have "fizzled". Interesting how that term came into general use for failure.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 10:04 pm
by Killer Cyborg
dragonfett wrote:Hey KC, just how big are the EMP blasts from a nuke? Does the yield of the nuke matter? The reason I ask is because I just thought of something. You are going on the assumption that the CS could get a nuke close enough to the Naruni ship that the EMP blast would actually have any effect. With weapons that have a range of 17 miles and their own compliment missiles to shoot down the incoming missiles. True?


The EMP on the bigger nukes in CS Navy, the ones that can take out shielded systems, have a 10 mile radius.
So the missile would have to get past that big gun, but I don't think that would be a problem.

Say you're in charge of that gun. The CS has made some probing attacks, but you guys are still hanging out in their territory for some reason. Maybe you're attacking, maybe you just want to show off your ship.
The smaller attacks have ceased, and the real battle is just starting.
You're sitting at that gun, waiting to see what they're going to throw at you next....
... and it's 500 LRMs.

Which one do you shoot before they hit?
How likely is it that the one you shoot down is one of the 5 super-nukes capable of EMPing your ship out of the sky?
1 in 100?
Not great odds. And if it's a Smart Missile, you'd better hope that it doesn't dodge your attack.

Of course, the ship has other guns and some missile launchers.
I don't know how many, because nobody's posted that information, or even mentioned what book this thing is in (not that I've noticed), so I really know jack-all about it other than the little bit that's been posted.
And there are the escort ships, too.
How many? What are their weapon systems? MDC? What kind of sensory equipment do they have?
Boy, it'd sure be nice to know that.

Anybody care to help out?

Because it seems to me that one of four things is happening here:
1. I am completely underestimating the capabilities of this ship and/or it's support fighters.
2. Other people are completely underestimating the attack capabilities of the Coalition military.
3. I am misunderstanding the scenario given. (for example, I'm thinking of a massive attack several hours after the thing crashed in CS territory and started flying around shooting things for some reason)
4. Other people are misunderstanding the scenario I'm describing.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 10:07 pm
by Killer Cyborg
Subjugator wrote:
Pepsi Jedi wrote:I didn't think any of them got through. My point was that the CS did launch nukes that worked and didn't get shot down by the Killer Orbital Satalites. But I thought all got sucked through rifts and none actually landed and hit tolkeen? It's been a while since I read the first book in that series.


Do we know if those were cruise missiles or ICBMs though PJ? A cruise missile would be able to go from Chi-Town to Tolkeen without issue, and it would not reach the same altitudes as an ICBM.

/Sub


I'm betting that Palladium never considered the difference between the two types, and treats them exactly the same.
Which would mean that's how we should treat them.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 10:13 pm
by Killer Cyborg
Subjugator wrote:The problem with your idea is that a nuke that's been shot down will not go off. The hard part with the non-cheapo nukes (i.e. modern ones and not those with the old style gun-type triggers that had a minimal overall effect) is that they're timed to impossibly tight firing orders to make the reaction take place. A gun-type trigger can get a 3-4kt nuke, but it's really not going to do a whole lot...and even then it won't go off just because someone shot it.

/Sub


In reality, you're right.

In Rifts, you're wrong. The rules state that if you shoot incoming missiles, the missiles detonate.
No exception is ever mentioned for nukes, and nearly 1/3 of the LRMs are nuclear.
Unless there is a rule about this somewhere that I've overlooked?

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 10:29 pm
by Colt47
In all honesty this ship shouldn't be atmospheric anyway. It's too massive and would tear itself apart from simply flying in an atmosphere regardless of how tough the material it is built out of is.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 10:40 pm
by Pepsi Jedi
Colt47 wrote:In all honesty this ship shouldn't be atmospheric anyway. It's too massive and would tear itself apart from simply flying in an atmosphere regardless of how tough the material it is built out of is.


MD materials do alot of things that they shouldn't be able to do.

In theory the fact that it moves at FTL speeds, makes atmospheric drag a small thing.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 10:55 pm
by Colt47
Pepsi Jedi wrote:
Colt47 wrote:In all honesty this ship shouldn't be atmospheric anyway. It's too massive and would tear itself apart from simply flying in an atmosphere regardless of how tough the material it is built out of is.


MD materials do alot of things that they shouldn't be able to do.

In theory the fact that it moves at FTL speeds, makes atmospheric drag a small thing.


No... not at this level. But whatever, this is getting off the subject.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 10:58 pm
by Subjugator
Killer Cyborg wrote:In reality, you're right.

In Rifts, you're wrong. The rules state that if you shoot incoming missiles, the missiles detonate.
No exception is ever mentioned for nukes, and nearly 1/3 of the LRMs are nuclear.
Unless there is a rule about this somewhere that I've overlooked?


I'm remembering conflicting things. I remember that they're simply destroyed by the impact and that they're detonated by it as well.

Dangit.

/Sub

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 11:00 pm
by Killer Cyborg
Subjugator wrote:
Killer Cyborg wrote:In reality, you're right.

In Rifts, you're wrong. The rules state that if you shoot incoming missiles, the missiles detonate.
No exception is ever mentioned for nukes, and nearly 1/3 of the LRMs are nuclear.
Unless there is a rule about this somewhere that I've overlooked?


I'm remembering conflicting things. I remember that they're simply destroyed by the impact and that they're detonated by it as well.

Dangit.

/Sub


Hm. Well, conflicting information wouldn't mean that you're remembering wrong; this IS Palladium. ;)

I double-checked before I posted, by looking in RUE under the missile section.
I won't rule out other rulings in other places, but I don't remember any.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 11:22 pm
by Zer0 Kay
Killer Cyborg wrote:
Subjugator wrote:The problem with your idea is that a nuke that's been shot down will not go off. The hard part with the non-cheapo nukes (i.e. modern ones and not those with the old style gun-type triggers that had a minimal overall effect) is that they're timed to impossibly tight firing orders to make the reaction take place. A gun-type trigger can get a 3-4kt nuke, but it's really not going to do a whole lot...and even then it won't go off just because someone shot it.

/Sub


In reality, you're right.

In Rifts, you're wrong. The rules state that if you shoot incoming missiles, the missiles detonate.
No exception is ever mentioned for nukes, and nearly 1/3 of the LRMs are nuclear.
Unless there is a rule about this somewhere that I've overlooked?


Good makes it even easier. That 500 missile volley flying at the ship... all the guns firing at it should get enough to start a chain reaction and those nukes going off because of some of the non-nuke volley going off should pretty much wipe out all the rest of the volley.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 11:24 pm
by Pepsi Jedi
Fratricide. From the old Robotech.. .for " BOOM BOOM BOOM BOOM MUAHAHAHAH" lol

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 11:25 pm
by Nekira Sudacne
Zer0 Kay wrote:
Killer Cyborg wrote:
Subjugator wrote:The problem with your idea is that a nuke that's been shot down will not go off. The hard part with the non-cheapo nukes (i.e. modern ones and not those with the old style gun-type triggers that had a minimal overall effect) is that they're timed to impossibly tight firing orders to make the reaction take place. A gun-type trigger can get a 3-4kt nuke, but it's really not going to do a whole lot...and even then it won't go off just because someone shot it.

/Sub


In reality, you're right.

In Rifts, you're wrong. The rules state that if you shoot incoming missiles, the missiles detonate.
No exception is ever mentioned for nukes, and nearly 1/3 of the LRMs are nuclear.
Unless there is a rule about this somewhere that I've overlooked?


Good makes it even easier. That 500 missile volley flying at the ship... all the guns firing at it should get enough to start a chain reaction and those nukes going off because of some of the non-nuke volley going off should pretty much wipe out all the rest of the volley.


What makes you think the CS would be foolish enough to launch them all in a volley?

Try 500 single-volley missles. taking out one does nothing to the others.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 11:39 pm
by Lenwen
Nekira Sudacne wrote:
Zer0 Kay wrote:
Killer Cyborg wrote:
Subjugator wrote:The problem with your idea is that a nuke that's been shot down will not go off. The hard part with the non-cheapo nukes (i.e. modern ones and not those with the old style gun-type triggers that had a minimal overall effect) is that they're timed to impossibly tight firing orders to make the reaction take place. A gun-type trigger can get a 3-4kt nuke, but it's really not going to do a whole lot...and even then it won't go off just because someone shot it.

/Sub


In reality, you're right.

In Rifts, you're wrong. The rules state that if you shoot incoming missiles, the missiles detonate.
No exception is ever mentioned for nukes, and nearly 1/3 of the LRMs are nuclear.
Unless there is a rule about this somewhere that I've overlooked?


Good makes it even easier. That 500 missile volley flying at the ship... all the guns firing at it should get enough to start a chain reaction and those nukes going off because of some of the non-nuke volley going off should pretty much wipe out all the rest of the volley.


What makes you think the CS would be foolish enough to launch them all in a volley?

Try 500 single-volley missles. taking out one does nothing to the others.

Single Volley Missiles = get shot down rather easily ..

If you launch 500 Volley missiles .. shooting 1 takes them all out ..

Either way .. none get threw .. :P

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 11:41 pm
by dragonfett
Try 500 single-volley missles. taking out one does nothing to the others.


How can you have a 500 single-volley missiles? That is a contradiction of terms.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 11:50 pm
by Zer0 Kay
Killer Cyborg wrote:
dragonfett wrote:Hey KC, just how big are the EMP blasts from a nuke? Does the yield of the nuke matter? The reason I ask is because I just thought of something. You are going on the assumption that the CS could get a nuke close enough to the Naruni ship that the EMP blast would actually have any effect. With weapons that have a range of 17 miles and their own compliment missiles to shoot down the incoming missiles. True?


The EMP on the bigger nukes in CS Navy, the ones that can take out shielded systems, have a 10 mile radius.
So the missile would have to get past that big gun, but I don't think that would be a problem.

Say you're in charge of that gun. The CS has made some probing attacks, but you guys are still hanging out in their territory for some reason. Maybe you're attacking, maybe you just want to show off your ship.
The smaller attacks have ceased, and the real battle is just starting.
You're sitting at that gun, waiting to see what they're going to throw at you next....
... and it's 500 LRMs.

Which one do you shoot before they hit?
How likely is it that the one you shoot down is one of the 5 super-nukes capable of EMPing your ship out of the sky?
1 in 100?
Not great odds. And if it's a Smart Missile, you'd better hope that it doesn't dodge your attack.

Of course, the ship has other guns and some missile launchers.
I don't know how many, because nobody's posted that information, or even mentioned what book this thing is in (not that I've noticed), so I really know jack-all about it other than the little bit that's been posted.
And there are the escort ships, too.
How many? What are their weapon systems? MDC? What kind of sensory equipment do they have?
Boy, it'd sure be nice to know that.

Anybody care to help out?

Because it seems to me that one of four things is happening here:
1. I am completely underestimating the capabilities of this ship and/or it's support fighters.
2. Other people are completely underestimating the attack capabilities of the Coalition military.
3. I am misunderstanding the scenario given. (for example, I'm thinking of a massive attack several hours after the thing crashed in CS territory and started flying around shooting things for some reason)
4. Other people are misunderstanding the scenario I'm describing.


It is from Fleets of the Three Galaxies pg. 67/68
Hey Mods if I go too far please edit rather than deleting please, thanks.

Main Body 160,000
Speed Mach 2 in atmo 20 in space
FTL 8ly/hr
100'x1300'x300'
800000 tons
cargo: upto 200000 tons
power source: anti-matter

weapons
High Energy Plasma Beams (12) 17 miles in atmo 1d6x1000
Secondary Plasma Beams (6) 4 miles in atmo 1d6x100
Cruise Missile Launchers (3) 1000 miles 4d6x1000 to 75' rad
Point Defense AutoCannons (60) 4000 feet in atmo 2d6x10

4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing), 36 Juggernaught Hover Tanks corporate upgrade

Cargo: 9000 Carnivore Hovertanks

568 Repo-Bots are part of the crew but the cargo could be 99400 repo bots powered down and stacked.

If the scenario means that it has 99400 repo bots I don't think that would be as dangerous as half that with half of some of the tanks. Also if the entire crew was composed of Repo bots it would add another 1700 botts

According to the fluff in the book Naruni classifies it as a cargo cruiser but the "authorities" in the three galaxies classify it due to its size and armament as a battleship.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Wed Oct 13, 2010 11:54 pm
by Zer0 Kay
dragonfett wrote:
Try 500 single-volley missles. taking out one does nothing to the others.


How can you have a 500 single-volley missiles? That is a contradiction of terms.


yeah but according to the rules a volley is only those launched from a single launcher so... even if all five hundred are traveling two inches away from each other the rules say they won't be blown away in the chain reaction. :nh:

I'd rule that if they are all going to the same place it is likely that some of them will be within the blast radious of the others so... BOOM

alternatively that also means that they can be dodged :P :)

The other thing is you say they couldn't pick it out but as is common practice with any military the warheads are clearly marked so the armorer can tell what he's equipping the platform with. So if instead of just radar they are using some awesome visual detection systems they can identify the nukes. Not to mention the Smart missiles will be completely different in design.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 12:21 am
by Nekira Sudacne
Lenwen wrote:
Nekira Sudacne wrote:
Zer0 Kay wrote:
Killer Cyborg wrote:
Subjugator wrote:The problem with your idea is that a nuke that's been shot down will not go off. The hard part with the non-cheapo nukes (i.e. modern ones and not those with the old style gun-type triggers that had a minimal overall effect) is that they're timed to impossibly tight firing orders to make the reaction take place. A gun-type trigger can get a 3-4kt nuke, but it's really not going to do a whole lot...and even then it won't go off just because someone shot it.

/Sub


In reality, you're right.

In Rifts, you're wrong. The rules state that if you shoot incoming missiles, the missiles detonate.
No exception is ever mentioned for nukes, and nearly 1/3 of the LRMs are nuclear.
Unless there is a rule about this somewhere that I've overlooked?


Good makes it even easier. That 500 missile volley flying at the ship... all the guns firing at it should get enough to start a chain reaction and those nukes going off because of some of the non-nuke volley going off should pretty much wipe out all the rest of the volley.


What makes you think the CS would be foolish enough to launch them all in a volley?

Try 500 single-volley missles. taking out one does nothing to the others.

Single Volley Missiles = get shot down rather easily ..

If you launch 500 Volley missiles .. shooting 1 takes them all out ..

Either way .. none get threw .. :P


Not really? When you have about 500 places to launch from, it's 500 single missles, but they still all are coming on the same turn.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 1:52 am
by Killer Cyborg
Zer0 Kay wrote:That 500 missile volley flying at the ship...


Obviously, not one volley, and not even all hitting on the same initiative number (though due to the fact that there's only 20 initiative numbers, there would be some overlap).
Even if on the same initiative number, not at the same time.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 1:54 am
by Killer Cyborg
Zer0 Kay wrote:It is from Fleets of the Three Galaxies pg. 67/68
Hey Mods if I go too far please edit rather than deleting please, thanks.

Main Body 160,000
Speed Mach 2 in atmo 20 in space
FTL 8ly/hr
100'x1300'x300'
800000 tons
cargo: upto 200000 tons
power source: anti-matter

weapons
High Energy Plasma Beams (12) 17 miles in atmo 1d6x1000
Secondary Plasma Beams (6) 4 miles in atmo 1d6x100
Cruise Missile Launchers (3) 1000 miles 4d6x1000 to 75' rad
Point Defense AutoCannons (60) 4000 feet in atmo 2d6x10

4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing), 36 Juggernaught Hover Tanks corporate upgrade

Cargo: 9000 Carnivore Hovertanks

568 Repo-Bots are part of the crew but the cargo could be 99400 repo bots powered down and stacked.

If the scenario means that it has 99400 repo bots I don't think that would be as dangerous as half that with half of some of the tanks. Also if the entire crew was composed of Repo bots it would add another 1700 botts

According to the fluff in the book Naruni classifies it as a cargo cruiser but the "authorities" in the three galaxies classify it due to its size and armament as a battleship.


Thanks, Zero-Kay. ;)

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 2:48 am
by Killer Cyborg
Lenwen wrote:
Killer Cyborg wrote:The only reason the CSN has been furnished with nukes is to deter Splugorth/Atlantis aggression, and to provide Navy vessels with the capacity to sink enormous ships such as the US Ticonderoga (20,000 MDC), Horune Dream Ships (20,000 MDC), and Splugorth Sea Skimmers (30,000 MDC).

So the very nukes your even talking about are all on CS Naval ships ..

Which means their being launched from over 1,000 miles away .. more then within the range of getting picked up by the naruni star ship .. and if their able to pick them up .. their able to track them .. and shoot them down.


A few points that I have already mentioned, but that were perhaps overlooked:
1. No matter what the range on their sensors, the ship's biggest gun has a range of 17 miles.
2. When you have a few hundred or a few thousand missiles coming at you, it's not always easy to figure out which ones are the most deadly and the most important to shoot down.
3. ICBMs often include measures (chaff deploying devices) to help protect them from getting shot down.
4. The missiles are faster than the ship.
5. The CS is capable of creating Smart Missiles that can dodge attacks, and that can keep attacking the target if they miss the first time (or second, or third, etc.).

If the CS makes a coordinated attack, here is the kind of firepower that they can bring to bear, judging by various books.

6 Revenge-Class Destroyers 96 long range missiles each. These missiles are usually 50 high explosives, 40 plasma, 4 Tomahawks, and two Mk108 Firefly nuclear missiles. Each of these ships can fire in volleys of 2, 4, 6, or 8.
Let's say that they each fire a volley of 4 LRMs per attack, for an average of 420 MD per volley (if they hit).
Combined Firepower: 6 volleys per round of attacks, for an average of 2520 MD.

2 Defiance Class Submarines 24 Trident missile launchers, with 336 long range missiles. Maximum rate of fire is 6 missiles per melee. Usually loaded up with heavy or multi-warhead nukes.
Let's go with 1 multi-warhead nuke per attack, for an average of 500 MD per attack.
Combined firepower: 2 LRMs per attack, for a total of 1000 MD per attack.

6 Shark Class Submarines 12 Tomahawk missile launchers, capable of holding 12 missile each (with spares also on board). In battle conditions, they can load them up with 12 Tomahawks and 6 Fireflies. The standard missiles are long-range High Explosive missiles, but it can fire any kind of LRM. Each one can fire in volleys of 2, 3, 4, or 6 missiles.
Let's go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 6 volleys per attack, for an average of 45,000 MD to whatever is hit, and 1500 MD to everything within 3 miles.

1-4 Orca Class Submarines 24 missile launchers each, with 72+ missiles each. In battle conditions, an Orca can be loaded up with 24 Tomahawks and 10 Fireflies. These launchers can fire in volleys of 2, 3, 4, 6, 12, or 24. They can also fire any of the standard LRMs.
Let's again go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 2 volleys of 4 Tomahawks per attack, for an average of 15,000 MD to whatever is hit, and 500 MD to everything within 3 miles of the explosion.
(We'll split the difference and go with 2 Orcas)

3 Joseph Prosek Series Aircraft Carriers 3 missile launchers each, 240 missiles per launcher. Can fire any LRM, with Plasma and Frag as standard. The launchers can fire in volleys of 2, 4, or 8 (up to 3 volleys per melee round).
Let's go with volleys of 4 Plasma per attack, for an average of 700 MD.
Combined Firepower: 3 volleys of missiles per attack, for an average damage of 2100 MD

3 Chi-Town Class Aircraft Carriers 1 CR-400 Long Range Missile Launcher with 200 missiles (200 additional missiles on board), loaded with Proton Torpedoes as standard, but it also has 8 Firefly class nuclear missiles. It can fire in volleys of 4, 8, 16, 20, or 40 missiles. Can fire a total of 40 missiles per melee.
Let's go with volleys of 8 Protons, for an average of 1680 MD per hit.
Combined Firepower: 3 volleys per attack, for an average of 5040 MD.

52+ Sea Striker Aircraft 6 pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually armed with Plasma and Proton missiles. Flight speed is Mach 2.8.
Let's go with single Proton missiles, for an average of 210 MD per attack.
Combined Firepower: 52 individual missiles per attack, for an average of 10,920 MD per attack.

142+ Shrike Interceptors 6 Pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually Proton Torpedoes. Flight Speed is Mach 3.5.
Let's go with 1 Proton missile per attack, for an average of 210 MD per attack.
Combined Firepower: 142 individual missiles per attack, for an average of 29,820 MD.

54+ Dagger Bombers 4 hard-point-mounted LRMs. Standard armament is Plasma or multi-warhead nukes. Can fire in volleys of 2 or 4. Flight speed is mach 1.5. With the LRMs loaded, radar operators are at -25% to their Read Sensory Equipment skill, -80% without the missiles.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 54 individual missiles, for an average of 9450 MD.

72+ Improved Super-Tomcat Fighters 2 wing-mounted LRMs each. Plasma standard. Speed is mach 2.3.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 72 missiles, for an average of 12,600 MD.

1 Flying Leviathan 6 pylon-mounted LRMs, 3 on each wing. Can be fitted with Tomahawks. Flight speed is 550 mph. (The existence of this plane would depend on the results of an adventure in SoT2)
Let's just ignore this one. I mostly just included it to point out that the CS has secret super-projects now and then that nobody knows about, and because the plane description includes Tomahawks, showing that they're not just used in the Navy.

30+ CS Talon jet fighters 6 LRMs each, can fire in volleys of 2. Flight speed Mach 1.5.
Let's go with 1 Proton per attack, for an average of 210 MD.
Combined Firepower: 30 individual missiles per attack, for an average of 6,300 MD

12-24 Fire Storm Mobile Fortresses 8 long range missile launchers. Standard issue is HE, Plasma and/or multi-warhead smart bombs. 32 missiles total. Can fires in volleys of 2 or 4.
Let's split the difference and go with 18 of these, each firing a volley of 4 Multi-Warhead Smart Nukes per attack, for an average of 2000 MD per attack.
Combined Firepower: 18 volleys per attack, for an average of 32,000 MD.

Mark IX Missile Launch Vehicles Numbers unknown, but they're designed to be used in groups of 4. MLRS missile launcher holds 160 LRMs. It can fire in volleys of 2, 3, 4, 6, or 8. Can fire 3 volleys per melee.
We'll only count 12 of these things, because that's the bare minimum that I know of. There could be dozens, or even hundreds of these things scattered around CS territory, though.
Let's go with volleys of 8 Heavy Nukes, for an average damage of 2800 Md per attack.
Combined Firepower: 12 volleys per attack, for an average of 33,600 MD.

Nightwing Attack Aircraft Numbers unknown. 6 pylon-mounted LRMs. Plasma or Proton Torpedo are standard. Can fire volleys of 2, 4, or all 6. Flight speed is mach 2.05. This fighter was designed to be an escort for Death's Head transports (apparently in groups of 5), and the CS has a lot of Death's Heads, so there are probably a lot of these.
The intent is that there would be 5 Nightwings and 1-20 Death's Heads in a blitzkrieg. The fact that there might be up to 20 Death's Heads in an average blitz indicates that there are hundreds of Death's Heads in the CS. Since there is supposed to be at least 1 Nightwing fore every Death's Head, let's go with 100 of these.
Let's say they each fire 1 Proton Torpedo per attack, for an average of 210 MD.
Combined Firepower: 100 individual missiles per attack, for an average of 21,000 MD
************************

Okay, so far we have 47 volleys and something like 452 individual Long Range Missiles coming at the thing, for a total of 499 incoming attacks.
The total damage if they all hit is something like 226,350 MD.
But, of course, they won't all hit.

The ship has (according to the posted info):
High Energy Plasma Beams (12) 17 miles in atmo 1d6x1000
Secondary Plasma Beams (6) 4 miles in atmo 1d6x100
Cruise Missile Launchers (3) 1000 miles 4d6x1000 to 75' rad
Point Defense AutoCannons (60) 4000 feet in atmo 2d6x10
4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing)

We're not looking at smart missiles here, just like we're not looking at the biggest missiles being used.
So for now, none of these missiles dodge when they're shot at.
We'll also assume that the gunners know the difference between a volley and a single missile when they're aiming, and that each of their weapons can aim in any direction (which isn't how it would happen, but I'm not going to try to figure out what guns would be able to aim at which incoming missiles), and can pick and choose, and that the gunners are all coordinated enough that they don't aim at the same missiles as any of the other gunners.
We'll also assume (perhaps falsely) that the gunners have some idea of the power of the various incoming missiles.
And we'll assume that all the gunners hit, and that all their hits are enough to destroy the missile they're aiming at.

Missiles are the best defensive weapon against missiles, so the crew would prefer to use their missiles against the largest, most powerful of the incoming volleys.
There are 3 missile launchers, to that's 3 incoming volleys that will be taken out.
We'll go with some of the volleys from the Shark Class Submas. 3 volleys shot down, and 22,500 MD prevented.
Not a bad start.

The 12 high-energy plasma beams would each take out 1 incoming missile, so that's the remaining 3 volleys (4 missiles each) from the Shark Submas. Another 22,500 MD prevented.

The 6 secondary plasma beams kick in, and take out one and a half of the 4 missile volleys from the Orcas, preventing another 22,500 MD from hitting the ship.

60 point defense auto cannons, so that's the remaining 2 missiles from the Orcas, the two missiles from the 2 Defiance Class Submarines, and 56 of the 72 incoming missiles from the 18 Mobile Fortresses. That's a total of 30,000 more MD prevented.

Then there's the 4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing). Let's just say that they're NOT under attack from the CS air force, ground troops, etc. etc., and that they're free to take out 44 of the remaining incoming missiles. That's the remaining 16 missiles from the Mobile Fortresses (8000 MD), and the 24 missiles from the 6 Revenge-Class Destroyers (2520 MD), and 4 missiles (1/2 volley) from the Mark IX Missile Launch Vehicles (1400 MD).

If my calculations are correct, that's 109,420 MD that's prevented from hitting the ship.
Which leaves 116,930 MD that does get through and hit the ship.

And that's not counting anything flying, walking, or driving within 80 miles of the ship that could launch medium range missiles at the ship and its escorts.
And that's not counting stuff that's flying, walking, or driving in with short range missiles that gets within 5 miles of either the ship or its escorts.
And that's not counting the countless LRM batteries in various cities and outposts:
Mercenaries, 146
The CS has air defense radar stations in all military outposts. These radar systems are much more powerful than those found in robots and vehicles, and will quickly pick up any high-altitude flying object withing thousands of miles. Once the intruder is detected, a battery of long-range missiles will be launched to deal with him.
And that's with most of the war machines using what they're typically loaded with.
And that's allowing the gunners to automatically identify and shoot down the missiles are the most dangerous to them.
And that's not factoring in the smart nukes.

And that's the first round of attacks.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 10:18 am
by Colt47
What scenario are you proposing that would involve the CS being able to utilize all of that firepower on this ship at once?

Edit: Also, if the missiles are fired in volleys, and the missiles detonate when destroyed as per book definition...

Well, Armor Piercing missiles would be alright due to the lack of blast radius. The rest of the missile types are going to have problems with being fired in volleys since if one missile is destroyed, the rest will get blown up in the resulting chain reaction, unless the volleys are fairly spread out (in which case it is arguable to call it a volley). This is why I prefer the whole computer timed arming feature over just having them impact triggered. I'd say if you want to go with the fire power scenario listed, KC, go with the missiles having timed arming features.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 12:39 pm
by dragonfett
The CS has air defense radar stations in all military outposts. These radar systems are much more powerful than those found in robots and vehicles, and will quickly pick up any high-altitude flying object withing thousands of miles. Once the intruder is detected, a battery of long-range missiles will be launched to deal with him.


KC, I know it is cannon, but I still don't buy it. I am a former US Air Force Ground Radar Maintenance Technician, so I had learned the overall capabilities of ground based radars (I don't know so much about the AWACS, however). The only way you could detect anything out to even a thousand miles is to have two antennas, one constantly transmitting and the other constantly receiving, and also be omni-directional, with a range resolution of probably 1 mile (how accurately you can pin point an object, in this case it would be accurate to one mile). Range resolution is very important because it means that anything within the 1 mile range resolution can't be detected separately (meaning that the two objects are to close together to be distinguished as two separate objects and show up as one single item). It doesn't even have to be 2 objects, it could be 5 or 5,000 if they all could fly close enough to be within the range resolution (the trick flying that are displayed at air shows by the Blue Angels and the Thunderbirds where they fly with their wings within inches of each other is an actual combat maneuver meant to appear as only one target on a radar instead of multiple targets).

As for having to dual antennas, this would be highly unlikely due to the fact that the overwhelming power of the transmitting antenna would instantly fry the circuits. So one antenna would have to be used, switching from transmitting and receiving and back and forth. But then the time you leave the transmitter on determines how far out from the radar you can see and how close to the radar you can see. The radar signals move at the speed of light, and the longer you let the antenna transmit, the less you see close to the radar because of the fact that while it is transmitting, it can't receive any radar signals. Not to mention that the power requirements to get the signal out to 1,000 miles and make it back strong enough to be detectable would be so high that it would arc inside of the wavetubes (special tubes that are designed to carry the radar signal from the generator to the antenna). Using some other form of media transportation (such as a coaxial cable) is not an option due to the fact of just how strong the signal is.

And on final note, if the CS actually did have this technology to launch missiles at flying targets that are thousands miles away, how come they didn't use them against Tolkeen's forces, or Free Quebec's forces, or any other force that doesn't agree with their ideas on the North American Continent?

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 1:43 pm
by Lenwen
Killer Cyborg wrote:A few points that I have already mentioned, but that were perhaps overlooked:
1. No matter what the range on their sensors, the ship's biggest gun has a range of 17 miles.
2. When you have a few hundred or a few thousand missiles coming at you, it's not always easy to figure out which ones are the most deadly and the most important to shoot down.
3. ICBMs often include measures (chaff deploying devices) to help protect them from getting shot down.
4. The missiles are faster than the ship.
5. The CS is capable of creating Smart Missiles that can dodge attacks, and that can keep attacking the target if they miss the first time (or second, or third, etc.).

If the CS makes a coordinated attack, here is the kind of firepower that they can bring to bear, judging by various books.

6 Revenge-Class Destroyers 96 long range missiles each. These missiles are usually 50 high explosives, 40 plasma, 4 Tomahawks, and two Mk108 Firefly nuclear missiles. Each of these ships can fire in volleys of 2, 4, 6, or 8.
Let's say that they each fire a volley of 4 LRMs per attack, for an average of 420 MD per volley (if they hit).
Combined Firepower: 6 volleys per round of attacks, for an average of 2520 MD.

2 Defiance Class Submarines 24 Trident missile launchers, with 336 long range missiles. Maximum rate of fire is 6 missiles per melee. Usually loaded up with heavy or multi-warhead nukes.
Let's go with 1 multi-warhead nuke per attack, for an average of 500 MD per attack.
Combined firepower: 2 LRMs per attack, for a total of 1000 MD per attack.

6 Shark Class Submarines 12 Tomahawk missile launchers, capable of holding 12 missile each (with spares also on board). In battle conditions, they can load them up with 12 Tomahawks and 6 Fireflies. The standard missiles are long-range High Explosive missiles, but it can fire any kind of LRM. Each one can fire in volleys of 2, 3, 4, or 6 missiles.
Let's go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 6 volleys per attack, for an average of 45,000 MD to whatever is hit, and 1500 MD to everything within 3 miles.

1-4 Orca Class Submarines 24 missile launchers each, with 72+ missiles each. In battle conditions, an Orca can be loaded up with 24 Tomahawks and 10 Fireflies. These launchers can fire in volleys of 2, 3, 4, 6, 12, or 24. They can also fire any of the standard LRMs.
Let's again go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 2 volleys of 4 Tomahawks per attack, for an average of 15,000 MD to whatever is hit, and 500 MD to everything within 3 miles of the explosion.
(We'll split the difference and go with 2 Orcas)

3 Joseph Prosek Series Aircraft Carriers 3 missile launchers each, 240 missiles per launcher. Can fire any LRM, with Plasma and Frag as standard. The launchers can fire in volleys of 2, 4, or 8 (up to 3 volleys per melee round).
Let's go with volleys of 4 Plasma per attack, for an average of 700 MD.
Combined Firepower: 3 volleys of missiles per attack, for an average damage of 2100 MD

3 Chi-Town Class Aircraft Carriers 1 CR-400 Long Range Missile Launcher with 200 missiles (200 additional missiles on board), loaded with Proton Torpedoes as standard, but it also has 8 Firefly class nuclear missiles. It can fire in volleys of 4, 8, 16, 20, or 40 missiles. Can fire a total of 40 missiles per melee.
Let's go with volleys of 8 Protons, for an average of 1680 MD per hit.
Combined Firepower: 3 volleys per attack, for an average of 5040 MD.

52+ Sea Striker Aircraft 6 pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually armed with Plasma and Proton missiles. Flight speed is Mach 2.8.
Let's go with single Proton missiles, for an average of 210 MD per attack.
Combined Firepower: 52 individual missiles per attack, for an average of 10,920 MD per attack.

142+ Shrike Interceptors 6 Pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually Proton Torpedoes. Flight Speed is Mach 3.5.
Let's go with 1 Proton missile per attack, for an average of 210 MD per attack.
Combined Firepower: 142 individual missiles per attack, for an average of 29,820 MD.

54+ Dagger Bombers 4 hard-point-mounted LRMs. Standard armament is Plasma or multi-warhead nukes. Can fire in volleys of 2 or 4. Flight speed is mach 1.5. With the LRMs loaded, radar operators are at -25% to their Read Sensory Equipment skill, -80% without the missiles.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 54 individual missiles, for an average of 9450 MD.

72+ Improved Super-Tomcat Fighters 2 wing-mounted LRMs each. Plasma standard. Speed is mach 2.3.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 72 missiles, for an average of 12,600 MD.

1 Flying Leviathan 6 pylon-mounted LRMs, 3 on each wing. Can be fitted with Tomahawks. Flight speed is 550 mph. (The existence of this plane would depend on the results of an adventure in SoT2)
Let's just ignore this one. I mostly just included it to point out that the CS has secret super-projects now and then that nobody knows about, and because the plane description includes Tomahawks, showing that they're not just used in the Navy.

30+ CS Talon jet fighters 6 LRMs each, can fire in volleys of 2. Flight speed Mach 1.5.
Let's go with 1 Proton per attack, for an average of 210 MD.
Combined Firepower: 30 individual missiles per attack, for an average of 6,300 MD

12-24 Fire Storm Mobile Fortresses 8 long range missile launchers. Standard issue is HE, Plasma and/or multi-warhead smart bombs. 32 missiles total. Can fires in volleys of 2 or 4.
Let's split the difference and go with 18 of these, each firing a volley of 4 Multi-Warhead Smart Nukes per attack, for an average of 2000 MD per attack.
Combined Firepower: 18 volleys per attack, for an average of 32,000 MD.

Mark IX Missile Launch Vehicles Numbers unknown, but they're designed to be used in groups of 4. MLRS missile launcher holds 160 LRMs. It can fire in volleys of 2, 3, 4, 6, or 8. Can fire 3 volleys per melee.
We'll only count 12 of these things, because that's the bare minimum that I know of. There could be dozens, or even hundreds of these things scattered around CS territory, though.
Let's go with volleys of 8 Heavy Nukes, for an average damage of 2800 Md per attack.
Combined Firepower: 12 volleys per attack, for an average of 33,600 MD.

Nightwing Attack Aircraft Numbers unknown. 6 pylon-mounted LRMs. Plasma or Proton Torpedo are standard. Can fire volleys of 2, 4, or all 6. Flight speed is mach 2.05. This fighter was designed to be an escort for Death's Head transports (apparently in groups of 5), and the CS has a lot of Death's Heads, so there are probably a lot of these.
The intent is that there would be 5 Nightwings and 1-20 Death's Heads in a blitzkrieg. The fact that there might be up to 20 Death's Heads in an average blitz indicates that there are hundreds of Death's Heads in the CS. Since there is supposed to be at least 1 Nightwing fore every Death's Head, let's go with 100 of these.
Let's say they each fire 1 Proton Torpedo per attack, for an average of 210 MD.
Combined Firepower: 100 individual missiles per attack, for an average of 21,000 MD
************************

Okay, so far we have 47 volleys and something like 452 individual Long Range Missiles coming at the thing, for a total of 499 incoming attacks.
The total damage if they all hit is something like 226,350 MD.
But, of course, they won't all hit.

The ship has (according to the posted info):
High Energy Plasma Beams (12) 17 miles in atmo 1d6x1000
Secondary Plasma Beams (6) 4 miles in atmo 1d6x100
Cruise Missile Launchers (3) 1000 miles 4d6x1000 to 75' rad
Point Defense AutoCannons (60) 4000 feet in atmo 2d6x10
4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing)

We're not looking at smart missiles here, just like we're not looking at the biggest missiles being used.
So for now, none of these missiles dodge when they're shot at.
We'll also assume that the gunners know the difference between a volley and a single missile when they're aiming, and that each of their weapons can aim in any direction (which isn't how it would happen, but I'm not going to try to figure out what guns would be able to aim at which incoming missiles), and can pick and choose, and that the gunners are all coordinated enough that they don't aim at the same missiles as any of the other gunners.
We'll also assume (perhaps falsely) that the gunners have some idea of the power of the various incoming missiles.
And we'll assume that all the gunners hit, and that all their hits are enough to destroy the missile they're aiming at.

Missiles are the best defensive weapon against missiles, so the crew would prefer to use their missiles against the largest, most powerful of the incoming volleys.
There are 3 missile launchers, to that's 3 incoming volleys that will be taken out.
We'll go with some of the volleys from the Shark Class Submas. 3 volleys shot down, and 22,500 MD prevented.
Not a bad start.

The 12 high-energy plasma beams would each take out 1 incoming missile, so that's the remaining 3 volleys (4 missiles each) from the Shark Submas. Another 22,500 MD prevented.

The 6 secondary plasma beams kick in, and take out one and a half of the 4 missile volleys from the Orcas, preventing another 22,500 MD from hitting the ship.

60 point defense auto cannons, so that's the remaining 2 missiles from the Orcas, the two missiles from the 2 Defiance Class Submarines, and 56 of the 72 incoming missiles from the 18 Mobile Fortresses. That's a total of 30,000 more MD prevented.

Then there's the 4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing). Let's just say that they're NOT under attack from the CS air force, ground troops, etc. etc., and that they're free to take out 44 of the remaining incoming missiles. That's the remaining 16 missiles from the Mobile Fortresses (8000 MD), and the 24 missiles from the 6 Revenge-Class Destroyers (2520 MD), and 4 missiles (1/2 volley) from the Mark IX Missile Launch Vehicles (1400 MD).

If my calculations are correct, that's 109,420 MD that's prevented from hitting the ship.
Which leaves 116,930 MD that does get through and hit the ship.

And that's not counting anything flying, walking, or driving within 80 miles of the ship that could launch medium range missiles at the ship and its escorts.
And that's not counting stuff that's flying, walking, or driving in with short range missiles that gets within 5 miles of either the ship or its escorts.
And that's not counting the countless LRM batteries in various cities and outposts:
Mercenaries, 146
The CS has air defense radar stations in all military outposts. These radar systems are much more powerful than those found in robots and vehicles, and will quickly pick up any high-altitude flying object withing thousands of miles. Once the intruder is detected, a battery of long-range missiles will be launched to deal with him.
And that's with most of the war machines using what they're typically loaded with.
And that's allowing the gunners to automatically identify and shoot down the missiles are the most dangerous to them.
And that's not factoring in the smart nukes.

And that's the first round of attacks.

Great opinion. :)

But .. There are several VERY key factors you have failed to address ..

The 99'400 Active Repo-Bots .. (With thier unlimited ammo each)
Each is capable of running 100mph indefinitely .. and has an unlimited ammo supply doing 1d4x10 per shot at 2,000 ft.
Spreading out just 10-20,000 of them up to 50 miles out in a semi-circular formation about 15 miles wide .. and anything within a 2,000ft range of the ground missile wise is going to get shot down .. indefinitely

The 44 Spit Fire Attack ships (Each nearly twice as fast as any missile in CS military mind you) +1 attack due to being piloted by Repo bots (16 missiles each, 4d6x100, 150ft blast radius, 1,400 miles) Each is more then capable of sinking any ship you mentioned with just their 16 missiles ..

4x6=24 x 100 = 2400 per missile.
2400x16 = 38,400 mdc .. (The CS's heaviest vessel isCSS Chi-Town : 14,000 MDC.)

1 Spitfire attack ship can literally sink ANY ship in the CS you mentioned .. flying at a speed that no missile launched from the naval vessel's can match ..

Meaning .. a Single spitfire .. can literally get to target launch its entire payload .. and be gone .. before the CS can even attack the spitfire .. while the spitfire just sank .. what ever it was going after ..

The 30 Juggernaut Heavy Tanks (Each with unlimited ammo, and range as great as the ship's main gun IIRC..)
One of the heaviest armored Tanks in all the megaverse with a main gun powerful enough to sink capital ships ..

All actively defending the ship.

See you went threw an posted all of the things the CS would throw at the ship with out granting the ship all of its compliment protecting the ship .. which is a very one sided way to look at things.

Not to mention .. the destroyer's .. submarines .. and aircraft carriers .. will be launching their missiles from minimum of hundreds of miles away .. and with the tracking systems of these "Star ships" .. they will have picked them up the second they were launched .. which means even GREATER .. chance at launching their own missiles in reaction to defend against those missiles ..

And the Naruni missiles are .. +5 to strike (in addition to the gunners), +4 to dodge .. and have 2 actions per melee round.

Again .. 1 single Spitfire = mach 5, with enough missiles doing enough damage to utterly destroy anything in the entire Coalition military ..

And .. there are 44 of them .. on board .. this is not even going into detail about the Juggernaut Heavy Tank !!!

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 2:14 pm
by Colt47
Lenwen wrote:
Killer Cyborg wrote:A few points that I have already mentioned, but that were perhaps overlooked:
1. No matter what the range on their sensors, the ship's biggest gun has a range of 17 miles.
2. When you have a few hundred or a few thousand missiles coming at you, it's not always easy to figure out which ones are the most deadly and the most important to shoot down.
3. ICBMs often include measures (chaff deploying devices) to help protect them from getting shot down.
4. The missiles are faster than the ship.
5. The CS is capable of creating Smart Missiles that can dodge attacks, and that can keep attacking the target if they miss the first time (or second, or third, etc.).

If the CS makes a coordinated attack, here is the kind of firepower that they can bring to bear, judging by various books.

6 Revenge-Class Destroyers 96 long range missiles each. These missiles are usually 50 high explosives, 40 plasma, 4 Tomahawks, and two Mk108 Firefly nuclear missiles. Each of these ships can fire in volleys of 2, 4, 6, or 8.
Let's say that they each fire a volley of 4 LRMs per attack, for an average of 420 MD per volley (if they hit).
Combined Firepower: 6 volleys per round of attacks, for an average of 2520 MD.

2 Defiance Class Submarines 24 Trident missile launchers, with 336 long range missiles. Maximum rate of fire is 6 missiles per melee. Usually loaded up with heavy or multi-warhead nukes.
Let's go with 1 multi-warhead nuke per attack, for an average of 500 MD per attack.
Combined firepower: 2 LRMs per attack, for a total of 1000 MD per attack.

6 Shark Class Submarines 12 Tomahawk missile launchers, capable of holding 12 missile each (with spares also on board). In battle conditions, they can load them up with 12 Tomahawks and 6 Fireflies. The standard missiles are long-range High Explosive missiles, but it can fire any kind of LRM. Each one can fire in volleys of 2, 3, 4, or 6 missiles.
Let's go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 6 volleys per attack, for an average of 45,000 MD to whatever is hit, and 1500 MD to everything within 3 miles.

1-4 Orca Class Submarines 24 missile launchers each, with 72+ missiles each. In battle conditions, an Orca can be loaded up with 24 Tomahawks and 10 Fireflies. These launchers can fire in volleys of 2, 3, 4, 6, 12, or 24. They can also fire any of the standard LRMs.
Let's again go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 2 volleys of 4 Tomahawks per attack, for an average of 15,000 MD to whatever is hit, and 500 MD to everything within 3 miles of the explosion.
(We'll split the difference and go with 2 Orcas)

3 Joseph Prosek Series Aircraft Carriers 3 missile launchers each, 240 missiles per launcher. Can fire any LRM, with Plasma and Frag as standard. The launchers can fire in volleys of 2, 4, or 8 (up to 3 volleys per melee round).
Let's go with volleys of 4 Plasma per attack, for an average of 700 MD.
Combined Firepower: 3 volleys of missiles per attack, for an average damage of 2100 MD

3 Chi-Town Class Aircraft Carriers 1 CR-400 Long Range Missile Launcher with 200 missiles (200 additional missiles on board), loaded with Proton Torpedoes as standard, but it also has 8 Firefly class nuclear missiles. It can fire in volleys of 4, 8, 16, 20, or 40 missiles. Can fire a total of 40 missiles per melee.
Let's go with volleys of 8 Protons, for an average of 1680 MD per hit.
Combined Firepower: 3 volleys per attack, for an average of 5040 MD.

52+ Sea Striker Aircraft 6 pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually armed with Plasma and Proton missiles. Flight speed is Mach 2.8.
Let's go with single Proton missiles, for an average of 210 MD per attack.
Combined Firepower: 52 individual missiles per attack, for an average of 10,920 MD per attack.

142+ Shrike Interceptors 6 Pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually Proton Torpedoes. Flight Speed is Mach 3.5.
Let's go with 1 Proton missile per attack, for an average of 210 MD per attack.
Combined Firepower: 142 individual missiles per attack, for an average of 29,820 MD.

54+ Dagger Bombers 4 hard-point-mounted LRMs. Standard armament is Plasma or multi-warhead nukes. Can fire in volleys of 2 or 4. Flight speed is mach 1.5. With the LRMs loaded, radar operators are at -25% to their Read Sensory Equipment skill, -80% without the missiles.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 54 individual missiles, for an average of 9450 MD.

72+ Improved Super-Tomcat Fighters 2 wing-mounted LRMs each. Plasma standard. Speed is mach 2.3.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 72 missiles, for an average of 12,600 MD.

1 Flying Leviathan 6 pylon-mounted LRMs, 3 on each wing. Can be fitted with Tomahawks. Flight speed is 550 mph. (The existence of this plane would depend on the results of an adventure in SoT2)
Let's just ignore this one. I mostly just included it to point out that the CS has secret super-projects now and then that nobody knows about, and because the plane description includes Tomahawks, showing that they're not just used in the Navy.

30+ CS Talon jet fighters 6 LRMs each, can fire in volleys of 2. Flight speed Mach 1.5.
Let's go with 1 Proton per attack, for an average of 210 MD.
Combined Firepower: 30 individual missiles per attack, for an average of 6,300 MD

12-24 Fire Storm Mobile Fortresses 8 long range missile launchers. Standard issue is HE, Plasma and/or multi-warhead smart bombs. 32 missiles total. Can fires in volleys of 2 or 4.
Let's split the difference and go with 18 of these, each firing a volley of 4 Multi-Warhead Smart Nukes per attack, for an average of 2000 MD per attack.
Combined Firepower: 18 volleys per attack, for an average of 32,000 MD.

Mark IX Missile Launch Vehicles Numbers unknown, but they're designed to be used in groups of 4. MLRS missile launcher holds 160 LRMs. It can fire in volleys of 2, 3, 4, 6, or 8. Can fire 3 volleys per melee.
We'll only count 12 of these things, because that's the bare minimum that I know of. There could be dozens, or even hundreds of these things scattered around CS territory, though.
Let's go with volleys of 8 Heavy Nukes, for an average damage of 2800 Md per attack.
Combined Firepower: 12 volleys per attack, for an average of 33,600 MD.

Nightwing Attack Aircraft Numbers unknown. 6 pylon-mounted LRMs. Plasma or Proton Torpedo are standard. Can fire volleys of 2, 4, or all 6. Flight speed is mach 2.05. This fighter was designed to be an escort for Death's Head transports (apparently in groups of 5), and the CS has a lot of Death's Heads, so there are probably a lot of these.
The intent is that there would be 5 Nightwings and 1-20 Death's Heads in a blitzkrieg. The fact that there might be up to 20 Death's Heads in an average blitz indicates that there are hundreds of Death's Heads in the CS. Since there is supposed to be at least 1 Nightwing fore every Death's Head, let's go with 100 of these.
Let's say they each fire 1 Proton Torpedo per attack, for an average of 210 MD.
Combined Firepower: 100 individual missiles per attack, for an average of 21,000 MD
************************

Okay, so far we have 47 volleys and something like 452 individual Long Range Missiles coming at the thing, for a total of 499 incoming attacks.
The total damage if they all hit is something like 226,350 MD.
But, of course, they won't all hit.

The ship has (according to the posted info):
High Energy Plasma Beams (12) 17 miles in atmo 1d6x1000
Secondary Plasma Beams (6) 4 miles in atmo 1d6x100
Cruise Missile Launchers (3) 1000 miles 4d6x1000 to 75' rad
Point Defense AutoCannons (60) 4000 feet in atmo 2d6x10
4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing)

We're not looking at smart missiles here, just like we're not looking at the biggest missiles being used.
So for now, none of these missiles dodge when they're shot at.
We'll also assume that the gunners know the difference between a volley and a single missile when they're aiming, and that each of their weapons can aim in any direction (which isn't how it would happen, but I'm not going to try to figure out what guns would be able to aim at which incoming missiles), and can pick and choose, and that the gunners are all coordinated enough that they don't aim at the same missiles as any of the other gunners.
We'll also assume (perhaps falsely) that the gunners have some idea of the power of the various incoming missiles.
And we'll assume that all the gunners hit, and that all their hits are enough to destroy the missile they're aiming at.

Missiles are the best defensive weapon against missiles, so the crew would prefer to use their missiles against the largest, most powerful of the incoming volleys.
There are 3 missile launchers, to that's 3 incoming volleys that will be taken out.
We'll go with some of the volleys from the Shark Class Submas. 3 volleys shot down, and 22,500 MD prevented.
Not a bad start.

The 12 high-energy plasma beams would each take out 1 incoming missile, so that's the remaining 3 volleys (4 missiles each) from the Shark Submas. Another 22,500 MD prevented.

The 6 secondary plasma beams kick in, and take out one and a half of the 4 missile volleys from the Orcas, preventing another 22,500 MD from hitting the ship.

60 point defense auto cannons, so that's the remaining 2 missiles from the Orcas, the two missiles from the 2 Defiance Class Submarines, and 56 of the 72 incoming missiles from the 18 Mobile Fortresses. That's a total of 30,000 more MD prevented.

Then there's the 4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing). Let's just say that they're NOT under attack from the CS air force, ground troops, etc. etc., and that they're free to take out 44 of the remaining incoming missiles. That's the remaining 16 missiles from the Mobile Fortresses (8000 MD), and the 24 missiles from the 6 Revenge-Class Destroyers (2520 MD), and 4 missiles (1/2 volley) from the Mark IX Missile Launch Vehicles (1400 MD).

If my calculations are correct, that's 109,420 MD that's prevented from hitting the ship.
Which leaves 116,930 MD that does get through and hit the ship.

And that's not counting anything flying, walking, or driving within 80 miles of the ship that could launch medium range missiles at the ship and its escorts.
And that's not counting stuff that's flying, walking, or driving in with short range missiles that gets within 5 miles of either the ship or its escorts.
And that's not counting the countless LRM batteries in various cities and outposts:
Mercenaries, 146
The CS has air defense radar stations in all military outposts. These radar systems are much more powerful than those found in robots and vehicles, and will quickly pick up any high-altitude flying object withing thousands of miles. Once the intruder is detected, a battery of long-range missiles will be launched to deal with him.
And that's with most of the war machines using what they're typically loaded with.
And that's allowing the gunners to automatically identify and shoot down the missiles are the most dangerous to them.
And that's not factoring in the smart nukes.

And that's the first round of attacks.

Great opinion. :)

But .. There are several VERY key factors you have failed to address ..

The 99'400 Active Repo-Bots .. (With thier unlimited ammo each)
Each is capable of running 100mph indefinitely .. and has an unlimited ammo supply doing 1d4x10 per shot at 2,000 ft.
Spreading out just 10-20,000 of them up to 50 miles out in a semi-circular formation about 15 miles wide .. and anything within a 2,000ft range of the ground missile wise is going to get shot down .. indefinitely

The 44 Spit Fire Attack ships (Each nearly twice as fast as any missile in CS military mind you) +1 attack due to being piloted by Repo bots (16 missiles each, 4d6x100, 150ft blast radius, 1,400 miles) Each is more then capable of sinking any ship you mentioned with just their 16 missiles ..

4x6=24 x 100 = 2400 per missile.
2400x16 = 38,400 mdc .. (The CS's heaviest vessel isCSS Chi-Town : 14,000 MDC.)

1 Spitfire attack ship can literally sink ANY ship in the CS you mentioned .. flying at a speed that no missile launched from the naval vessel's can match ..

Meaning .. a Single spitfire .. can literally get to target launch its entire payload .. and be gone .. before the CS can even attack the spitfire .. while the spitfire just sank .. what ever it was going after ..

The 30 Juggernaut Heavy Tanks (Each with unlimited ammo, and range as great as the ship's main gun IIRC..)
One of the heaviest armored Tanks in all the megaverse with a main gun powerful enough to sink capital ships ..

All actively defending the ship.

See you went threw an posted all of the things the CS would throw at the ship with out granting the ship all of its compliment protecting the ship .. which is a very one sided way to look at things.

Not to mention .. the destroyer's .. submarines .. and aircraft carriers .. will be launching their missiles from minimum of hundreds of miles away .. and with the tracking systems of these "Star ships" .. they will have picked them up the second they were launched .. which means even GREATER .. chance at launching their own missiles in reaction to defend against those missiles ..

And the Naruni missiles are .. +5 to strike (in addition to the gunners), +4 to dodge .. and have 2 actions per melee round.

Again .. 1 single Spitfire = mach 5, with enough missiles doing enough damage to utterly destroy anything in the entire Coalition military ..

And .. there are 44 of them .. on board .. this is not even going into detail about the Juggernaut Heavy Tank !!!


Actually the 1d4x10 weapon on the repobot is a back up. The primary weapon is a plasma cannon that does 2d6x10 each shot and is considered standard issue. It's in the phase world book if anyone is interested.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 2:39 pm
by Lenwen
Colt47 wrote:
Lenwen wrote:
Killer Cyborg wrote:A few points that I have already mentioned, but that were perhaps overlooked:
1. No matter what the range on their sensors, the ship's biggest gun has a range of 17 miles.
2. When you have a few hundred or a few thousand missiles coming at you, it's not always easy to figure out which ones are the most deadly and the most important to shoot down.
3. ICBMs often include measures (chaff deploying devices) to help protect them from getting shot down.
4. The missiles are faster than the ship.
5. The CS is capable of creating Smart Missiles that can dodge attacks, and that can keep attacking the target if they miss the first time (or second, or third, etc.).

If the CS makes a coordinated attack, here is the kind of firepower that they can bring to bear, judging by various books.

6 Revenge-Class Destroyers 96 long range missiles each. These missiles are usually 50 high explosives, 40 plasma, 4 Tomahawks, and two Mk108 Firefly nuclear missiles. Each of these ships can fire in volleys of 2, 4, 6, or 8.
Let's say that they each fire a volley of 4 LRMs per attack, for an average of 420 MD per volley (if they hit).
Combined Firepower: 6 volleys per round of attacks, for an average of 2520 MD.

2 Defiance Class Submarines 24 Trident missile launchers, with 336 long range missiles. Maximum rate of fire is 6 missiles per melee. Usually loaded up with heavy or multi-warhead nukes.
Let's go with 1 multi-warhead nuke per attack, for an average of 500 MD per attack.
Combined firepower: 2 LRMs per attack, for a total of 1000 MD per attack.

6 Shark Class Submarines 12 Tomahawk missile launchers, capable of holding 12 missile each (with spares also on board). In battle conditions, they can load them up with 12 Tomahawks and 6 Fireflies. The standard missiles are long-range High Explosive missiles, but it can fire any kind of LRM. Each one can fire in volleys of 2, 3, 4, or 6 missiles.
Let's go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 6 volleys per attack, for an average of 45,000 MD to whatever is hit, and 1500 MD to everything within 3 miles.

1-4 Orca Class Submarines 24 missile launchers each, with 72+ missiles each. In battle conditions, an Orca can be loaded up with 24 Tomahawks and 10 Fireflies. These launchers can fire in volleys of 2, 3, 4, 6, 12, or 24. They can also fire any of the standard LRMs.
Let's again go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 2 volleys of 4 Tomahawks per attack, for an average of 15,000 MD to whatever is hit, and 500 MD to everything within 3 miles of the explosion.
(We'll split the difference and go with 2 Orcas)

3 Joseph Prosek Series Aircraft Carriers 3 missile launchers each, 240 missiles per launcher. Can fire any LRM, with Plasma and Frag as standard. The launchers can fire in volleys of 2, 4, or 8 (up to 3 volleys per melee round).
Let's go with volleys of 4 Plasma per attack, for an average of 700 MD.
Combined Firepower: 3 volleys of missiles per attack, for an average damage of 2100 MD

3 Chi-Town Class Aircraft Carriers 1 CR-400 Long Range Missile Launcher with 200 missiles (200 additional missiles on board), loaded with Proton Torpedoes as standard, but it also has 8 Firefly class nuclear missiles. It can fire in volleys of 4, 8, 16, 20, or 40 missiles. Can fire a total of 40 missiles per melee.
Let's go with volleys of 8 Protons, for an average of 1680 MD per hit.
Combined Firepower: 3 volleys per attack, for an average of 5040 MD.

52+ Sea Striker Aircraft 6 pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually armed with Plasma and Proton missiles. Flight speed is Mach 2.8.
Let's go with single Proton missiles, for an average of 210 MD per attack.
Combined Firepower: 52 individual missiles per attack, for an average of 10,920 MD per attack.

142+ Shrike Interceptors 6 Pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually Proton Torpedoes. Flight Speed is Mach 3.5.
Let's go with 1 Proton missile per attack, for an average of 210 MD per attack.
Combined Firepower: 142 individual missiles per attack, for an average of 29,820 MD.

54+ Dagger Bombers 4 hard-point-mounted LRMs. Standard armament is Plasma or multi-warhead nukes. Can fire in volleys of 2 or 4. Flight speed is mach 1.5. With the LRMs loaded, radar operators are at -25% to their Read Sensory Equipment skill, -80% without the missiles.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 54 individual missiles, for an average of 9450 MD.

72+ Improved Super-Tomcat Fighters 2 wing-mounted LRMs each. Plasma standard. Speed is mach 2.3.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 72 missiles, for an average of 12,600 MD.

1 Flying Leviathan 6 pylon-mounted LRMs, 3 on each wing. Can be fitted with Tomahawks. Flight speed is 550 mph. (The existence of this plane would depend on the results of an adventure in SoT2)
Let's just ignore this one. I mostly just included it to point out that the CS has secret super-projects now and then that nobody knows about, and because the plane description includes Tomahawks, showing that they're not just used in the Navy.

30+ CS Talon jet fighters 6 LRMs each, can fire in volleys of 2. Flight speed Mach 1.5.
Let's go with 1 Proton per attack, for an average of 210 MD.
Combined Firepower: 30 individual missiles per attack, for an average of 6,300 MD

12-24 Fire Storm Mobile Fortresses 8 long range missile launchers. Standard issue is HE, Plasma and/or multi-warhead smart bombs. 32 missiles total. Can fires in volleys of 2 or 4.
Let's split the difference and go with 18 of these, each firing a volley of 4 Multi-Warhead Smart Nukes per attack, for an average of 2000 MD per attack.
Combined Firepower: 18 volleys per attack, for an average of 32,000 MD.

Mark IX Missile Launch Vehicles Numbers unknown, but they're designed to be used in groups of 4. MLRS missile launcher holds 160 LRMs. It can fire in volleys of 2, 3, 4, 6, or 8. Can fire 3 volleys per melee.
We'll only count 12 of these things, because that's the bare minimum that I know of. There could be dozens, or even hundreds of these things scattered around CS territory, though.
Let's go with volleys of 8 Heavy Nukes, for an average damage of 2800 Md per attack.
Combined Firepower: 12 volleys per attack, for an average of 33,600 MD.

Nightwing Attack Aircraft Numbers unknown. 6 pylon-mounted LRMs. Plasma or Proton Torpedo are standard. Can fire volleys of 2, 4, or all 6. Flight speed is mach 2.05. This fighter was designed to be an escort for Death's Head transports (apparently in groups of 5), and the CS has a lot of Death's Heads, so there are probably a lot of these.
The intent is that there would be 5 Nightwings and 1-20 Death's Heads in a blitzkrieg. The fact that there might be up to 20 Death's Heads in an average blitz indicates that there are hundreds of Death's Heads in the CS. Since there is supposed to be at least 1 Nightwing fore every Death's Head, let's go with 100 of these.
Let's say they each fire 1 Proton Torpedo per attack, for an average of 210 MD.
Combined Firepower: 100 individual missiles per attack, for an average of 21,000 MD
************************

Okay, so far we have 47 volleys and something like 452 individual Long Range Missiles coming at the thing, for a total of 499 incoming attacks.
The total damage if they all hit is something like 226,350 MD.
But, of course, they won't all hit.

The ship has (according to the posted info):
High Energy Plasma Beams (12) 17 miles in atmo 1d6x1000
Secondary Plasma Beams (6) 4 miles in atmo 1d6x100
Cruise Missile Launchers (3) 1000 miles 4d6x1000 to 75' rad
Point Defense AutoCannons (60) 4000 feet in atmo 2d6x10
4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing)

We're not looking at smart missiles here, just like we're not looking at the biggest missiles being used.
So for now, none of these missiles dodge when they're shot at.
We'll also assume that the gunners know the difference between a volley and a single missile when they're aiming, and that each of their weapons can aim in any direction (which isn't how it would happen, but I'm not going to try to figure out what guns would be able to aim at which incoming missiles), and can pick and choose, and that the gunners are all coordinated enough that they don't aim at the same missiles as any of the other gunners.
We'll also assume (perhaps falsely) that the gunners have some idea of the power of the various incoming missiles.
And we'll assume that all the gunners hit, and that all their hits are enough to destroy the missile they're aiming at.

Missiles are the best defensive weapon against missiles, so the crew would prefer to use their missiles against the largest, most powerful of the incoming volleys.
There are 3 missile launchers, to that's 3 incoming volleys that will be taken out.
We'll go with some of the volleys from the Shark Class Submas. 3 volleys shot down, and 22,500 MD prevented.
Not a bad start.

The 12 high-energy plasma beams would each take out 1 incoming missile, so that's the remaining 3 volleys (4 missiles each) from the Shark Submas. Another 22,500 MD prevented.

The 6 secondary plasma beams kick in, and take out one and a half of the 4 missile volleys from the Orcas, preventing another 22,500 MD from hitting the ship.

60 point defense auto cannons, so that's the remaining 2 missiles from the Orcas, the two missiles from the 2 Defiance Class Submarines, and 56 of the 72 incoming missiles from the 18 Mobile Fortresses. That's a total of 30,000 more MD prevented.

Then there's the 4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing). Let's just say that they're NOT under attack from the CS air force, ground troops, etc. etc., and that they're free to take out 44 of the remaining incoming missiles. That's the remaining 16 missiles from the Mobile Fortresses (8000 MD), and the 24 missiles from the 6 Revenge-Class Destroyers (2520 MD), and 4 missiles (1/2 volley) from the Mark IX Missile Launch Vehicles (1400 MD).

If my calculations are correct, that's 109,420 MD that's prevented from hitting the ship.
Which leaves 116,930 MD that does get through and hit the ship.

And that's not counting anything flying, walking, or driving within 80 miles of the ship that could launch medium range missiles at the ship and its escorts.
And that's not counting stuff that's flying, walking, or driving in with short range missiles that gets within 5 miles of either the ship or its escorts.
And that's not counting the countless LRM batteries in various cities and outposts:
Mercenaries, 146
The CS has air defense radar stations in all military outposts. These radar systems are much more powerful than those found in robots and vehicles, and will quickly pick up any high-altitude flying object withing thousands of miles. Once the intruder is detected, a battery of long-range missiles will be launched to deal with him.
And that's with most of the war machines using what they're typically loaded with.
And that's allowing the gunners to automatically identify and shoot down the missiles are the most dangerous to them.
And that's not factoring in the smart nukes.

And that's the first round of attacks.

Great opinion. :)

But .. There are several VERY key factors you have failed to address ..

The 99'400 Active Repo-Bots .. (With thier unlimited ammo each)
Each is capable of running 100mph indefinitely .. and has an unlimited ammo supply doing 1d4x10 per shot at 2,000 ft.
Spreading out just 10-20,000 of them up to 50 miles out in a semi-circular formation about 15 miles wide .. and anything within a 2,000ft range of the ground missile wise is going to get shot down .. indefinitely

The 44 Spit Fire Attack ships (Each nearly twice as fast as any missile in CS military mind you) +1 attack due to being piloted by Repo bots (16 missiles each, 4d6x100, 150ft blast radius, 1,400 miles) Each is more then capable of sinking any ship you mentioned with just their 16 missiles ..

4x6=24 x 100 = 2400 per missile.
2400x16 = 38,400 mdc .. (The CS's heaviest vessel isCSS Chi-Town : 14,000 MDC.)

1 Spitfire attack ship can literally sink ANY ship in the CS you mentioned .. flying at a speed that no missile launched from the naval vessel's can match ..

Meaning .. a Single spitfire .. can literally get to target launch its entire payload .. and be gone .. before the CS can even attack the spitfire .. while the spitfire just sank .. what ever it was going after ..

The 30 Juggernaut Heavy Tanks (Each with unlimited ammo, and range as great as the ship's main gun IIRC..)
One of the heaviest armored Tanks in all the megaverse with a main gun powerful enough to sink capital ships ..

All actively defending the ship.

See you went threw an posted all of the things the CS would throw at the ship with out granting the ship all of its compliment protecting the ship .. which is a very one sided way to look at things.

Not to mention .. the destroyer's .. submarines .. and aircraft carriers .. will be launching their missiles from minimum of hundreds of miles away .. and with the tracking systems of these "Star ships" .. they will have picked them up the second they were launched .. which means even GREATER .. chance at launching their own missiles in reaction to defend against those missiles ..

And the Naruni missiles are .. +5 to strike (in addition to the gunners), +4 to dodge .. and have 2 actions per melee round.

Again .. 1 single Spitfire = mach 5, with enough missiles doing enough damage to utterly destroy anything in the entire Coalition military ..

And .. there are 44 of them .. on board .. this is not even going into detail about the Juggernaut Heavy Tank !!!


Actually the 1d4x10 weapon on the repobot is a back up. The primary weapon is a plasma cannon that does 2d6x10 each shot and is considered standard issue. It's in the phase world book if anyone is interested.

I went with the secondary weapon system due to its unlimited ammo from being built inteach and every repobot.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 3:37 pm
by Killer Cyborg
Colt47 wrote:What scenario are you proposing that would involve the CS being able to utilize all of that firepower on this ship at once?

viewtopic.php?p=2259638#p2259638
Me wrote:1. I am completely underestimating the capabilities of this ship and/or it's support fighters.
2. Other people are completely underestimating the attack capabilities of the Coalition military.
3. I am misunderstanding the scenario given. (for example, I'm thinking of a massive attack several hours after the thing crashed in CS territory and started flying around shooting things for some reason)
4. Other people are misunderstanding the scenario I'm describing.


Edit: Also, if the missiles are fired in volleys, and the missiles detonate when destroyed as per book definition...
Because it seems to me that one of four things is happening here:
Well, Armor Piercing missiles would be alright due to the lack of blast radius. The rest of the missile types are going to have problems with being fired in volleys since if one missile is destroyed, the rest will get blown up in the resulting chain reaction, unless the volleys are fairly spread out (in which case it is arguable to call it a volley). This is why I prefer the whole computer timed arming feature over just having them impact triggered. I'd say if you want to go with the fire power scenario listed, KC, go with the missiles having timed arming features.


You should notice that I took that into account with the ships missiles taking out entire volleys of incoming missiles.
I did not do this when individual missiles were shot down with energy beams, though, because taking out one missile in a volley doesn't mean automatically taking out the rest of them. There's a 30% chance that only that one missile would be taken out, a 30% or so chance that half the volley would be taken out, and a 30% chance or so that all of them are wiped out.
Similarly, with missiles shooting down volleys, there's not a 100% chance of detonating all of the volley, only a 75% chance. I gave them a 100% chance on that, though, and figured that with all the advantages I was giving them that I didn't need to figure out whether or not each individual energy beam would detonate the entire volley, or half the volley, or just the one missile.
If you want to recalculate the scenario using the proper percentages, by all means do so.

As for the missiles being spread out, etc., I'm not sure what you mean. I listed what attacks were being used, and whether individual missiles or volleys were being used.
In Rifts, if one person shoots a target with a missile, then another person shoots the target with a missile, the first missile doesn't have a chance of detonating the second missile.
Same thing if both are firing volleys.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 5:02 pm
by Killer Cyborg
Lenwen wrote:But .. There are several VERY key factors you have failed to address ..

The 99'400 Active Repo-Bots .. (With thier unlimited ammo each)
Each is capable of running 100mph indefinitely .. and has an unlimited ammo supply doing 1d4x10 per shot at 2,000 ft.
Spreading out just 10-20,000 of them up to 50 miles out in a semi-circular formation about 15 miles wide .. and anything within a 2,000ft range of the ground missile wise is going to get shot down .. indefinitely


I didn't address that, because YOU NEVER MENTIONED IT.
You mentioned the existence of the bots, sure, but you've half-assed this scenario so badly that if you ever said anything about them "Spreading out just 10-20,000 of them up to 50 miles out in a semi-circular formation about 15 miles wide" it got lost in the mix.
And you keep changing it out from under people every time they give you an answer that you don't like.

First it was "a spaceship crashes in CS territory"
Then it was "oh, and even though this ship crashed into the Earth, for some unknown reason, none of the external guns are damaged, none of the passengers or cargo are damaged, and in fact the ship works perfectly, except for some reason it can't leave orbit."
Then it was "Oh, and even though the ship is undamaged for some reason, the fall was full terminal velocity and the impact of it hitting shook the foundations of chi-town."
Then, "Oh, and they have dozens of spaceships escorting them."
Then, "Oh, and some of these spaceships are flying way up high, using their super-sensors that I won't detail to know everything that the CS is doing."
And, "Oh, and every missile the Naruni has is probably a smart missile for some reason."
And NOW, it's "But you're not taking into account that the repo-bots got unloaded onto the ground and are all running around there shooting missiles out of the sky!"
:roll:

Come up with a story, say whatever the hell it IS, and stick with it.
The point of this kind of thread, normally, is NOT for the OP to get off on how cool his Mary-Sue army is, it's to see what would happen.
Rearranging everything the moment somebody comes up with a way that the side that you like better might lose is just classless trolling.

But yeah, okay. The army of repobots is all on the ground tearing up the place.
Cool.
Now find me the rule that says that somebody other than the target can shoot down an incoming missile.
Because if you want to play hardball, I can do that.
And win.
Even with you cheating.
;)

(And while you're at it, try to figure out how those guys would fare against a few hundred thousand SAMAS that are backed by hundreds of Enforces, Death's Head Transports, Tanks, Etc. etc. etc.)

The 44 Spit Fire Attack ships (Each nearly twice as fast as any missile in CS military mind you) +1 attack due to being piloted by Repo bots (16 missiles each, 4d6x100, 150ft blast radius, 1,400 miles) Each is more then capable of sinking any ship you mentioned with just their 16 missiles ..


You're only basing that on fantasy. You want to talk about them counter-attacking the ships? That's cool. Tell me what your spaceships' capabilities are and what attack tactics they'd use.

The 30 Juggernaut Heavy Tanks (Each with unlimited ammo, and range as great as the ship's main gun IIRC..)
One of the heaviest armored Tanks in all the megaverse with a main gun powerful enough to sink capital ships ..

All actively defending the ship.


"Oh, and all the tanks are defending the ship somehow. Maybe they're on the ground, maybe they're all stuck to the sides of the ship with silly-putty... I'm not saying which."

See you went threw an posted all of the things the CS would throw at the ship with out granting the ship all of its compliment protecting the ship .. which is a very one sided way to look at things.


Actually, no, I didn't come even close to posting all the things that the CS would throw at the ship. I mentioned some of the big stuff. And I went with conservative estimates. The CS might have thousands of some of those jets, and they could have thousands of ground-based LRM launchers.
Reread what I wrote, because I point out a heck of a lot of stuff that I've left out of the equation.

Not to mention .. the destroyer's .. submarines .. and aircraft carriers .. will be launching their missiles from minimum of hundreds of miles away .. and with the tracking systems of these "Star ships" .. they will have picked them up the second they were launched .. which means even GREATER .. chance at launching their own missiles in reaction to defend against those missiles ..


Since I gave the spacehip a 100% hit and kill ratio with their missiles, I'm not sure how you think that they could do any better.


Again .. 1 single Spitfire = mach 5, with enough missiles doing enough damage to utterly destroy anything in the entire Coalition military ..


So why even post this scenario in the first place, if you're so sure of what would happen?

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 5:11 pm
by dragonfett
Perhaps I am misunderstanding what you are meaning, KC, buy how are the other missiles in the volley NOT going to get destroyed when all of their MDC was destroyed by being too close to the missile that gotten blown up. If you shoot at a missile volley and destroy one of the missiles and it blows up, then the rest of the missiles that are in the blast radius that take enough damage should be destroyed as well (note that I never said anything about the other missiles detonating, although if you would like to rule that they do, then that is up to you). This isn't a big problem with the smaller missiles that have a smaller blast radius, but more so for the larger missiles that have a much larger blast radius (especially if they use one of the city busting nukes like you said that the CS would and the Naruni were lucky enough to actually hit it and it blows up like every other missile when it is destroyed on impact).

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 5:15 pm
by Zer0 Kay
Killer Cyborg wrote:
Lenwen wrote:
Killer Cyborg wrote:The only reason the CSN has been furnished with nukes is to deter Splugorth/Atlantis aggression, and to provide Navy vessels with the capacity to sink enormous ships such as the US Ticonderoga (20,000 MDC), Horune Dream Ships (20,000 MDC), and Splugorth Sea Skimmers (30,000 MDC).

So the very nukes your even talking about are all on CS Naval ships ..

Which means their being launched from over 1,000 miles away .. more then within the range of getting picked up by the naruni star ship .. and if their able to pick them up .. their able to track them .. and shoot them down.


A few points that I have already mentioned, but that were perhaps overlooked:
1. No matter what the range on their sensors, the ship's biggest gun has a range of 17 miles.
2. When you have a few hundred or a few thousand missiles coming at you, it's not always easy to figure out which ones are the most deadly and the most important to shoot down.
3. ICBMs often include measures (chaff deploying devices) to help protect them from getting shot down.
4. The missiles are faster than the ship.
5. The CS is capable of creating Smart Missiles that can dodge attacks, and that can keep attacking the target if they miss the first time (or second, or third, etc.).

If the CS makes a coordinated attack, here is the kind of firepower that they can bring to bear, judging by various books.

6 Revenge-Class Destroyers 96 long range missiles each. These missiles are usually 50 high explosives, 40 plasma, 4 Tomahawks, and two Mk108 Firefly nuclear missiles. Each of these ships can fire in volleys of 2, 4, 6, or 8.
Let's say that they each fire a volley of 4 LRMs per attack, for an average of 420 MD per volley (if they hit).
Combined Firepower: 6 volleys per round of attacks, for an average of 2520 MD.

2 Defiance Class Submarines 24 Trident missile launchers, with 336 long range missiles. Maximum rate of fire is 6 missiles per melee. Usually loaded up with heavy or multi-warhead nukes.
Let's go with 1 multi-warhead nuke per attack, for an average of 500 MD per attack.
Combined firepower: 2 LRMs per attack, for a total of 1000 MD per attack.

6 Shark Class Submarines 12 Tomahawk missile launchers, capable of holding 12 missile each (with spares also on board). In battle conditions, they can load them up with 12 Tomahawks and 6 Fireflies. The standard missiles are long-range High Explosive missiles, but it can fire any kind of LRM. Each one can fire in volleys of 2, 3, 4, or 6 missiles.
Let's go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 6 volleys per attack, for an average of 45,000 MD to whatever is hit, and 1500 MD to everything within 3 miles.

1-4 Orca Class Submarines 24 missile launchers each, with 72+ missiles each. In battle conditions, an Orca can be loaded up with 24 Tomahawks and 10 Fireflies. These launchers can fire in volleys of 2, 3, 4, 6, 12, or 24. They can also fire any of the standard LRMs.
Let's again go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 2 volleys of 4 Tomahawks per attack, for an average of 15,000 MD to whatever is hit, and 500 MD to everything within 3 miles of the explosion.
(We'll split the difference and go with 2 Orcas)

3 Joseph Prosek Series Aircraft Carriers 3 missile launchers each, 240 missiles per launcher. Can fire any LRM, with Plasma and Frag as standard. The launchers can fire in volleys of 2, 4, or 8 (up to 3 volleys per melee round).
Let's go with volleys of 4 Plasma per attack, for an average of 700 MD.
Combined Firepower: 3 volleys of missiles per attack, for an average damage of 2100 MD

3 Chi-Town Class Aircraft Carriers 1 CR-400 Long Range Missile Launcher with 200 missiles (200 additional missiles on board), loaded with Proton Torpedoes as standard, but it also has 8 Firefly class nuclear missiles. It can fire in volleys of 4, 8, 16, 20, or 40 missiles. Can fire a total of 40 missiles per melee.
Let's go with volleys of 8 Protons, for an average of 1680 MD per hit.
Combined Firepower: 3 volleys per attack, for an average of 5040 MD.

52+ Sea Striker Aircraft 6 pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually armed with Plasma and Proton missiles. Flight speed is Mach 2.8.
Let's go with single Proton missiles, for an average of 210 MD per attack.
Combined Firepower: 52 individual missiles per attack, for an average of 10,920 MD per attack.

142+ Shrike Interceptors 6 Pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually Proton Torpedoes. Flight Speed is Mach 3.5.
Let's go with 1 Proton missile per attack, for an average of 210 MD per attack.
Combined Firepower: 142 individual missiles per attack, for an average of 29,820 MD.

54+ Dagger Bombers 4 hard-point-mounted LRMs. Standard armament is Plasma or multi-warhead nukes. Can fire in volleys of 2 or 4. Flight speed is mach 1.5. With the LRMs loaded, radar operators are at -25% to their Read Sensory Equipment skill, -80% without the missiles.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 54 individual missiles, for an average of 9450 MD.

72+ Improved Super-Tomcat Fighters 2 wing-mounted LRMs each. Plasma standard. Speed is mach 2.3.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 72 missiles, for an average of 12,600 MD.

1 Flying Leviathan 6 pylon-mounted LRMs, 3 on each wing. Can be fitted with Tomahawks. Flight speed is 550 mph. (The existence of this plane would depend on the results of an adventure in SoT2)
Let's just ignore this one. I mostly just included it to point out that the CS has secret super-projects now and then that nobody knows about, and because the plane description includes Tomahawks, showing that they're not just used in the Navy.

30+ CS Talon jet fighters 6 LRMs each, can fire in volleys of 2. Flight speed Mach 1.5.
Let's go with 1 Proton per attack, for an average of 210 MD.
Combined Firepower: 30 individual missiles per attack, for an average of 6,300 MD

12-24 Fire Storm Mobile Fortresses 8 long range missile launchers. Standard issue is HE, Plasma and/or multi-warhead smart bombs. 32 missiles total. Can fires in volleys of 2 or 4.
Let's split the difference and go with 18 of these, each firing a volley of 4 Multi-Warhead Smart Nukes per attack, for an average of 2000 MD per attack.
Combined Firepower: 18 volleys per attack, for an average of 32,000 MD.

Mark IX Missile Launch Vehicles Numbers unknown, but they're designed to be used in groups of 4. MLRS missile launcher holds 160 LRMs. It can fire in volleys of 2, 3, 4, 6, or 8. Can fire 3 volleys per melee.
We'll only count 12 of these things, because that's the bare minimum that I know of. There could be dozens, or even hundreds of these things scattered around CS territory, though.
Let's go with volleys of 8 Heavy Nukes, for an average damage of 2800 Md per attack.
Combined Firepower: 12 volleys per attack, for an average of 33,600 MD.

Nightwing Attack Aircraft Numbers unknown. 6 pylon-mounted LRMs. Plasma or Proton Torpedo are standard. Can fire volleys of 2, 4, or all 6. Flight speed is mach 2.05. This fighter was designed to be an escort for Death's Head transports (apparently in groups of 5), and the CS has a lot of Death's Heads, so there are probably a lot of these.
The intent is that there would be 5 Nightwings and 1-20 Death's Heads in a blitzkrieg. The fact that there might be up to 20 Death's Heads in an average blitz indicates that there are hundreds of Death's Heads in the CS. Since there is supposed to be at least 1 Nightwing fore every Death's Head, let's go with 100 of these.
Let's say they each fire 1 Proton Torpedo per attack, for an average of 210 MD.
Combined Firepower: 100 individual missiles per attack, for an average of 21,000 MD
************************

Okay, so far we have 47 volleys and something like 452 individual Long Range Missiles coming at the thing, for a total of 499 incoming attacks.
The total damage if they all hit is something like 226,350 MD.
But, of course, they won't all hit.

The ship has (according to the posted info):
High Energy Plasma Beams (12) 17 miles in atmo 1d6x1000
Secondary Plasma Beams (6) 4 miles in atmo 1d6x100
Cruise Missile Launchers (3) 1000 miles 4d6x1000 to 75' rad
Point Defense AutoCannons (60) 4000 feet in atmo 2d6x10
4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing)

We're not looking at smart missiles here, just like we're not looking at the biggest missiles being used.
So for now, none of these missiles dodge when they're shot at.
We'll also assume that the gunners know the difference between a volley and a single missile when they're aiming, and that each of their weapons can aim in any direction (which isn't how it would happen, but I'm not going to try to figure out what guns would be able to aim at which incoming missiles), and can pick and choose, and that the gunners are all coordinated enough that they don't aim at the same missiles as any of the other gunners.
We'll also assume (perhaps falsely) that the gunners have some idea of the power of the various incoming missiles.
And we'll assume that all the gunners hit, and that all their hits are enough to destroy the missile they're aiming at.

Missiles are the best defensive weapon against missiles, so the crew would prefer to use their missiles against the largest, most powerful of the incoming volleys.
There are 3 missile launchers, to that's 3 incoming volleys that will be taken out.
We'll go with some of the volleys from the Shark Class Submas. 3 volleys shot down, and 22,500 MD prevented.
Not a bad start.

The 12 high-energy plasma beams would each take out 1 incoming missile, so that's the remaining 3 volleys (4 missiles each) from the Shark Submas. Another 22,500 MD prevented.

The 6 secondary plasma beams kick in, and take out one and a half of the 4 missile volleys from the Orcas, preventing another 22,500 MD from hitting the ship.

60 point defense auto cannons, so that's the remaining 2 missiles from the Orcas, the two missiles from the 2 Defiance Class Submarines, and 56 of the 72 incoming missiles from the 18 Mobile Fortresses. That's a total of 30,000 more MD prevented.

Then there's the 4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing). Let's just say that they're NOT under attack from the CS air force, ground troops, etc. etc., and that they're free to take out 44 of the remaining incoming missiles. That's the remaining 16 missiles from the Mobile Fortresses (8000 MD), and the 24 missiles from the 6 Revenge-Class Destroyers (2520 MD), and 4 missiles (1/2 volley) from the Mark IX Missile Launch Vehicles (1400 MD).

If my calculations are correct, that's 109,420 MD that's prevented from hitting the ship.
Which leaves 116,930 MD that does get through and hit the ship.

And that's not counting anything flying, walking, or driving within 80 miles of the ship that could launch medium range missiles at the ship and its escorts.
And that's not counting stuff that's flying, walking, or driving in with short range missiles that gets within 5 miles of either the ship or its escorts.
And that's not counting the countless LRM batteries in various cities and outposts:
Mercenaries, 146
The CS has air defense radar stations in all military outposts. These radar systems are much more powerful than those found in robots and vehicles, and will quickly pick up any high-altitude flying object withing thousands of miles. Once the intruder is detected, a battery of long-range missiles will be launched to deal with him.
And that's with most of the war machines using what they're typically loaded with.
And that's allowing the gunners to automatically identify and shoot down the missiles are the most dangerous to them.
And that's not factoring in the smart nukes.

And that's the first round of attacks.

:eek: Anyone ever tell you that you have WAY too much free time :D :lol:

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 5:43 pm
by Zer0 Kay
Killer Cyborg wrote:
Colt47 wrote:What scenario are you proposing that would involve the CS being able to utilize all of that firepower on this ship at once?

viewtopic.php?p=2259638#p2259638
Me wrote:1. I am completely underestimating the capabilities of this ship and/or it's support fighters.
2. Other people are completely underestimating the attack capabilities of the Coalition military.
3. I am misunderstanding the scenario given. (for example, I'm thinking of a massive attack several hours after the thing crashed in CS territory and started flying around shooting things for some reason)
4. Other people are misunderstanding the scenario I'm describing.


Edit: Also, if the missiles are fired in volleys, and the missiles detonate when destroyed as per book definition...
Because it seems to me that one of four things is happening here:
Well, Armor Piercing missiles would be alright due to the lack of blast radius. The rest of the missile types are going to have problems with being fired in volleys since if one missile is destroyed, the rest will get blown up in the resulting chain reaction, unless the volleys are fairly spread out (in which case it is arguable to call it a volley). This is why I prefer the whole computer timed arming feature over just having them impact triggered. I'd say if you want to go with the fire power scenario listed, KC, go with the missiles having timed arming features.


You should notice that I took that into account with the ships missiles taking out entire volleys of incoming missiles.
I did not do this when individual missiles were shot down with energy beams, though, because taking out one missile in a volley doesn't mean automatically taking out the rest of them. There's a 30% chance that only that one missile would be taken out, a 30% or so chance that half the volley would be taken out, and a 30% chance or so that all of them are wiped out.
Similarly, with missiles shooting down volleys, there's not a 100% chance of detonating all of the volley, only a 75% chance. I gave them a 100% chance on that, though, and figured that with all the advantages I was giving them that I didn't need to figure out whether or not each individual energy beam would detonate the entire volley, or half the volley, or just the one missile.
If you want to recalculate the scenario using the proper percentages, by all means do so.

As for the missiles being spread out, etc., I'm not sure what you mean. I listed what attacks were being used, and whether individual missiles or volleys were being used.
In Rifts, if one person shoots a target with a missile, then another person shoots the target with a missile, the first missile doesn't have a chance of detonating the second missile.
Same thing if both are firing volleys.


Um... instead of "figuring it out" why don't you just use it as a ratio? Say the Naruni ship is able to put up a screen to hit each volley once (may be more, may be less, it can be altered to figure for that) the probability is that 1/4 volleys will be countered by missiles, while an equivalent of 1/2 of the volleys that were shot at by anything else were countered (1/3 fully countered and the 1/3 half countered or the equivalent of 1/6 fully countered). So then you gotta figure how many are coming in at a time compared to how much the ship can counter and then there is an issue of what was on the bottom of the ship because that would have been totalled. OK so it isn't that easy... never mind :)

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 5:47 pm
by Zer0 Kay
Killer Cyborg wrote:
Lenwen wrote:But .. There are several VERY key factors you have failed to address ..

The 99'400 Active Repo-Bots .. (With thier unlimited ammo each)
Each is capable of running 100mph indefinitely .. and has an unlimited ammo supply doing 1d4x10 per shot at 2,000 ft.
Spreading out just 10-20,000 of them up to 50 miles out in a semi-circular formation about 15 miles wide .. and anything within a 2,000ft range of the ground missile wise is going to get shot down .. indefinitely


I didn't address that, because YOU NEVER MENTIONED IT.
You mentioned the existence of the bots, sure, but you've half-assed this scenario so badly that if you ever said anything about them "Spreading out just 10-20,000 of them up to 50 miles out in a semi-circular formation about 15 miles wide" it got lost in the mix.
And you keep changing it out from under people every time they give you an answer that you don't like.

First it was "a spaceship crashes in CS territory"
Then it was "oh, and even though this ship crashed into the Earth, for some unknown reason, none of the external guns are damaged, none of the passengers or cargo are damaged, and in fact the ship works perfectly, except for some reason it can't leave orbit."
Then it was "Oh, and even though the ship is undamaged for some reason, the fall was full terminal velocity and the impact of it hitting shook the foundations of chi-town."
Then, "Oh, and they have dozens of spaceships escorting them."
Then, "Oh, and some of these spaceships are flying way up high, using their super-sensors that I won't detail to know everything that the CS is doing."
And, "Oh, and every missile the Naruni has is probably a smart missile for some reason."
And NOW, it's "But you're not taking into account that the repo-bots got unloaded onto the ground and are all running around there shooting missiles out of the sky!"
:roll:

Come up with a story, say whatever the hell it IS, and stick with it.
The point of this kind of thread, normally, is NOT for the OP to get off on how cool his Mary-Sue army is, it's to see what would happen.
Rearranging everything the moment somebody comes up with a way that the side that you like better might lose is just classless trolling.

But yeah, okay. The army of repobots is all on the ground tearing up the place.
Cool.
Now find me the rule that says that somebody other than the target can shoot down an incoming missile.
Because if you want to play hardball, I can do that.
And win.
Even with you cheating.
;)

(And while you're at it, try to figure out how those guys would fare against a few hundred thousand SAMAS that are backed by hundreds of Enforces, Death's Head Transports, Tanks, Etc. etc. etc.)

The 44 Spit Fire Attack ships (Each nearly twice as fast as any missile in CS military mind you) +1 attack due to being piloted by Repo bots (16 missiles each, 4d6x100, 150ft blast radius, 1,400 miles) Each is more then capable of sinking any ship you mentioned with just their 16 missiles ..


You're only basing that on fantasy. You want to talk about them counter-attacking the ships? That's cool. Tell me what your spaceships' capabilities are and what attack tactics they'd use.

The 30 Juggernaut Heavy Tanks (Each with unlimited ammo, and range as great as the ship's main gun IIRC..)
One of the heaviest armored Tanks in all the megaverse with a main gun powerful enough to sink capital ships ..

All actively defending the ship.


"Oh, and all the tanks are defending the ship somehow. Maybe they're on the ground, maybe they're all stuck to the sides of the ship with silly-putty... I'm not saying which."

See you went threw an posted all of the things the CS would throw at the ship with out granting the ship all of its compliment protecting the ship .. which is a very one sided way to look at things.


Actually, no, I didn't come even close to posting all the things that the CS would throw at the ship. I mentioned some of the big stuff. And I went with conservative estimates. The CS might have thousands of some of those jets, and they could have thousands of ground-based LRM launchers.
Reread what I wrote, because I point out a heck of a lot of stuff that I've left out of the equation.

Not to mention .. the destroyer's .. submarines .. and aircraft carriers .. will be launching their missiles from minimum of hundreds of miles away .. and with the tracking systems of these "Star ships" .. they will have picked them up the second they were launched .. which means even GREATER .. chance at launching their own missiles in reaction to defend against those missiles ..


Since I gave the spacehip a 100% hit and kill ratio with their missiles, I'm not sure how you think that they could do any better.


Again .. 1 single Spitfire = mach 5, with enough missiles doing enough damage to utterly destroy anything in the entire Coalition military ..


So why even post this scenario in the first place, if you're so sure of what would happen?
(I ask, even though I already know)


Not to mention that if the FQ got word they'd be happy to quick ship a bunch of Glitterboys down to defend their buddies.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 5:52 pm
by Zer0 Kay
dragonfett wrote:Perhaps I am misunderstanding what you are meaning, KC, buy how are the other missiles in the volley NOT going to get destroyed when all of their MDC was destroyed by being too close to the missile that gotten blown up. If you shoot at a missile volley and destroy one of the missiles and it blows up, then the rest of the missiles that are in the blast radius that take enough damage should be destroyed as well (note that I never said anything about the other missiles detonating, although if you would like to rule that they do, then that is up to you). This isn't a big problem with the smaller missiles that have a smaller blast radius, but more so for the larger missiles that have a much larger blast radius (especially if they use one of the city busting nukes like you said that the CS would and the Naruni were lucky enough to actually hit it and it blows up like every other missile when it is destroyed on impact).


It's called DA RULZ. :nh: I'm pretty shure it is based not on how much damage the missile going boom creates as much as it does were the rest of the missiles in the volley really in the blast radious. Remember these missile rules come from the original robotech where it was designed to simulate the dancing missile volleys seen in the show. I'd agree with you as I often imagine that Rifts volleys are like modern volleys where they follow a "straight" trajectory to the target and don't dodge and dance around on their way to the target miraculously missing all the other missiles in the volley. :)

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 6:04 pm
by Colt47
To be fair, he stated a specific ship with a payload of repo-bots from an established source book. On the other hand, if someone is posting a what if topic in the forum it would be in their best interests to list everything this ship has to offer.

Do we really need to continue this? Jabborwacky pretty much listed a check mate scenario with this ship, KC is listing the response if the ships crew decided to be idiots along with the Coalition States (and did an excellent job listing all of the CS vehicles that the organization could muster to fight it if it really came down to the line), and everyone else listed what would most likely occur: the ship just moving out of CS territory.

And on the subject of book rulings: Everyone is going to be ruling certain areas differently to fit with their knowledge, tastes, and interests. If we start riding off into the direction of rulings we are getting into some pretty war torn territory here. I really don't think people deserve to be ripping each others throats out on such a varied and ultimately personal subject.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 8:41 pm
by Lenwen
My Turn .. KC :D


Killer Cyborg wrote:
I didn't address that, because YOU NEVER MENTIONED IT.
You mentioned the existence of the bots, sure, but you've half-assed this scenario so badly that if you ever said anything about them "Spreading out just 10-20,000 of them up to 50 miles out in a semi-circular formation about 15 miles wide" it got lost in the mix.
And you keep changing it out from under people every time they give you an answer that you don't like.


Fact of the matter KC, everything I've stated I never have "changed" it out .. to suit what ever I did not like. It is not my fault if people do not have the book itself to verify that which I know to be factual cargo of the ship in question.

Killer Cyborg wrote:
First it was "a spaceship crashes in CS territory"

Actually no it has always been a Commodity class Naruni ship with a specific cargo load .. Hence the heading of the actual thread .. (might wanna check that out ..)

Killer Cyborg wrote:
Then it was "oh, and even though this ship crashed into the Earth, for some unknown reason, none of the external guns are damaged, none of the passengers or cargo are damaged, and in fact the ship works perfectly, except for some reason it can't leave orbit."

There are in fact crashes were automobiles work even after the crash itself, tho not at top speeds .. to which is how I had thought it would be taken .. my humble apologies .. if I did not spell this out well enough for you to put 2 and 2 together ..

Killer Cyborg wrote:
Then it was "Oh, and even though the ship is undamaged for some reason, the fall was full terminal velocity and the impact of it hitting shook the foundations of chi-town."

Actually that was a side thing between myself and cchopps.. Again .. I apologize if you did not make that connection in an of itself ..

Killer Cyborg wrote:
Then, "Oh, and they have dozens of spaceships escorting them."

Actually to the point they are not "escorting" anything .. the fact of the matter is they are part of the actual compliment of the ships "additional vehicles" .. ergo they are always present no matter which type of cargo the ship itself is carrying .. kapeesh ?

Killer Cyborg wrote:
Then, "Oh, and some of these spaceships are flying way up high, using their super-sensors that I won't detail to know everything that the CS is doing."

Are you telling me that a starship figher is not going to be able to fly up way high .. to use thier super-sensors in an attempt at helping to defend the mothership ?

Killer Cyborg wrote:
And, "Oh, and every missile the Naruni has is probably a smart missile for some reason."

How can you doubt anything but this to be the truth when dealing with Phase World tech from one of thee highest tech merchants IN .. the 3 galaxies ..

Really KC ?

Even their "Mini-Missiles" .. are smart missiles .. like it or not .. thats the fact of the matter ..


Killer Cyborg wrote:And NOW, it's "But you're not taking into account that the repo-bots got unloaded onto the ground and are all running around there shooting missiles out of the sky!"

Which would be faster and lets be real about this question ..

1) - Chi-town co-ordinate a multi-warship multi-theater launching of missiles from hundreds of miles away .. with complete air support from Fighters .. along with everything else you stated .. Oh .. and yea .. all that AFTER .. all the time it took the CS to gather its intel on the ship .. get it back to High command .. have them discuss it all and their appropriate countermeasures .. then launch said attack ..

Or ..

2) - Unload all Repo-Bots .. in a known hostile enviorment, set up a workable peremeter .. with air support and artillery support all comming from 1 ship ..

I think you and I are smart enough to know which one would be a faster operation .. KC ..

Killer Cyborg wrote:
Come up with a story, say whatever the hell it IS, and stick with it.

I have .. 1 Commodaty ship .. 99,400 repo-bots .. and other "standard" cargo .. in CS territory .. Tell me again .. how did I change it in any way shape or form ? :lol:

Killer Cyborg wrote:
But yeah, okay. The army of repobots is all on the ground tearing up the place.

Actually not tearing up the place .. as I said .. in a defensive posture ..

Killer Cyborg wrote:
Now find me the rule that says that somebody other than the target can shoot down an incoming missile.

Really ? Are you telling me that No one other then the intended target .. can shoot down missiles ?

Scuse me ..

:lol: :lol: :lol:


Killer Cyborg wrote:(And while you're at it, try to figure out how those guys would fare against a few hundred thousand SAMAS that are backed by hundreds of Enforces, Death's Head Transports, Tanks, Etc. etc. etc.)

Actually they would do quite well .. Face the facts .. the Samas have to get within their own weapon systems range to do any damage to the Repo-Bots .. which lets face the facts .. puts them in the range of the Repo-Bots built in unlimited ammo supplied weapon systems as well ..

Killer Cyborg wrote:
Lenwen wrote:The 44 Spit Fire Attack ships (Each nearly twice as fast as any missile in CS military mind you) +1 attack due to being piloted by Repo bots (16 missiles each, 4d6x100, 150ft blast radius, 1,400 miles) Each is more then capable of sinking any ship you mentioned with just their 16 missiles ..

You're only basing that on fantasy.

Sorry KC .. this is not made up .. You used Naval ships to launch all your missiles .. which puts their top speed at exactly what the book states they are .. Mach 3 at most .. the Spitfire can achieve a top speed of mach 5 in an atmosphere .. (nearly twice as fast.. as I've said)

Each spitfire has a payload of 16 LRM's .. each with 1400 mile range on them .. each is +5 strike, +4 dodge and have 2 actions per melee round .. each does 4d6x100 MD ..

Those are hard core book facts of the Spitfire's missile payload. As can be seen on pg 65 of Fleets of the 3 Galaxies.

And are in fact not fantasy .. (as it were LMAO !! )


Killer Cyborg wrote:"Oh, and all the tanks are defending the ship somehow.

In known hostile territory .. you think the Naruni would not know how to deploy their own military hardware .. to defend their own assets ?

Really ? ? ?

Killer Cyborg wrote:I mentioned some of the big stuff. And I went with conservative estimates. The CS might have thousands of some of those jets, and they could have thousands of ground-based LRM launchers.

And they might not have enough missiles to put to use against the ship an its assets after going threw a war that lasted how long .. with near 24/7 missile barrages .. no my friend .. I very highly doubt the CS has the missiles enmass .. to do what your saying .. especially after such a huge long war .. (tho admittedly .. I very well may be wrong.)

Killer Cyborg wrote:
Lenwen wrote:Not to mention .. the destroyer's .. submarines .. and aircraft carriers .. will be launching their missiles from minimum of hundreds of miles away .. and with the tracking systems of these "Star ships" .. they will have picked them up the second they were launched .. which means even GREATER .. chance at launching their own missiles in reaction to defend against those missiles ..



Since I gave the spacehip a 100% hit and kill ratio with their missiles, I'm not sure how you think that they could do any better.

As I was not aware I had to do the connection for you .. each Spitfire ship could track the missiles back to where they came from an each Spitfire has the military hardware to sink each and every ship that launched the missiles .. relatively easy ..

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Thu Oct 14, 2010 9:20 pm
by dragonfett
Now find me the rule that says that somebody other than the target can shoot down an incoming missile.


I don't know the specific rule, unfortunately, however I do remember it being referenced in the Free Quebec world book that when the CS came marching on them, they had ambushed one of the armies moving toward them, with Glitter Boy units hidden in the mountains, doing nothing but shoot down incoming missiles.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Fri Oct 15, 2010 2:05 pm
by Killer Cyborg
dragonfett wrote:Perhaps I am misunderstanding what you are meaning, KC, buy how are the other missiles in the volley NOT going to get destroyed when all of their MDC was destroyed by being too close to the missile that gotten blown up.


Because that's how the rules work.

If you shoot at a missile volley and destroy one of the missiles and it blows up, then the rest of the missiles that are in the blast radius that take enough damage should be destroyed as well (note that I never said anything about the other missiles detonating, although if you would like to rule that they do, then that is up to you).


"Should," sure. Seems reasonable.
But according to the rules, that only happens some of the time.

This isn't a big problem with the smaller missiles that have a smaller blast radius, but more so for the larger missiles that have a much larger blast radius (especially if they use one of the city busting nukes like you said that the CS would and the Naruni were lucky enough to actually hit it and it blows up like every other missile when it is destroyed on impact).


Due to the physics of the game and its initiative system, one attack should hit and detonate before the next attack is in range of the blast.

Re: Commodity-Class Ship crashes on Rifts earth ..

Posted: Fri Oct 15, 2010 2:11 pm
by Killer Cyborg
Zer0 Kay wrote:Not to mention that if the FQ got word they'd be happy to quick ship a bunch of Glitterboys down to defend their buddies.


Yup. But I left them out of things, as well as the NGR, because I figured that if people got the general gist of the firepower the CS is capable if something gets there attention bad enough, that people would realize that it's not as simple as "Big ship with big tech smash puny humans."
The CS isn't undefeatable by any means, but they are the toughest power in North America, and one of the toughest powers on Rifts Earth. They have firepower that holds up fairly well across the megaverse (if lower than some places), they have numbers, and they're really well dug-in.