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house rules to M.D conventional rounds for rifts earth only

Posted: Sun Jan 26, 2014 7:37 pm
by ZINO
OK
I made this chart single round for MD
Look at rifts merc book 1d4x10 I think or 6d6
Then we see in south America book 1d6x10 for a 120 MM tank rifle
So I came with this chart
Now plz post what you think ? and post it plz

NOTE :Options per user
This is the number of options each user may select when voting 3
post what you think
and post what you think ,plz don't just vote open discussion
30 caliber

1 M.D
2M.D
3M.D
1d4M.D

50 caliber

1M.D
2M.D
3M.D
1d4
1d6 M.D

20 MM to 29MM[u][b]
1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D

[u][b] 30MM TO 39


1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D

40 TO 49MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D

50MM TO 59 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D

60MM TO 69 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D

70 mm TO 79 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D

80MM TO 89 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D

90 MM TO 99 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D

100 MM TO 109 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D

110 MM TO 119 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D

120 MM TO 129MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D

130 MM TO 139 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D

140 MM TO 149 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D

150 MM TO 159 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D

160MM TO 169MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D

170MM TO 179 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D

180MM TO 189MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D

190 MM TO 200 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D

201 MM TO 210 MM
1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D

211 MM TO 219 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D

220 MM TO 229MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D

230 MM TO 239 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D




240 MM TO 249 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D

250 MM TO 259 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D
3D6X10 M.D

260 MM TO 269 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D
3D6X10 M.D
5D4X10 M.D


270 MM TO 279 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D
3D6X10 M.D
5D4X10 M.D
4D6X10 M.D

280 MM TO 289 MM


1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D
3D6X10 M.D
5D4X10 M.D
4D6X10 M.D
4D8X10 M.D

290 MM TO 299 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D
3D6X10 M.D
5D4X10 M.D
4D6X10 M.D
4D8X10 M.D
6D6X10 M.D

300 MM TO 310 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D
3D6X10 M.D
5D4X10 M.D
4D6X10 M.D
4D8X10 M.D
6D6X10 M.D
7D6X10 M.D

311 MM TO 319 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D
3D6X10 M.D
5D4X10 M.D
4D6X10 M.D
4D8X10 M.D
6D6X10 M.D
7D6X10 M.D
8D6X10 M.D


311 MM TO 319 MM

1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D
3D6X10 M.D
5D4X10 M.D
4D6X10 M.D
4D8X10 M.D
6D6X10 M.D
7D6X10 M.D
8D6X10 M.D
9D6X10 M.D


320 MM TO 329 MM (THAT’S 12.9 IINCHES!!!)


1M.D
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D
4D4M.D
3D6 M.D
5D4 M.D
4D6 M.D
5D6 M.D
4D8 M.D
6D6 M.D
1D4X10 M.D
1D4X10+8 M.D
5D10 M.D
1D6X10 M.D
2D4X10 M.D
2D4X10+5 M.D
2D4X10+10 M.D
1D10X10 M.D
1D10X10+5 M.D
1D10X10+10 M.D
1D10X10+15 M.D
2D6X10 M.D
3D4X10 M.D
4D4X10 M.D
4D4X10+5 M.D
4D4X10+10 M.D
4D4X10+15 M.D
3D6X10 M.D
5D4X10 M.D
4D6X10 M.D
4D8X10 M.D
6D6X10 M.D
7D6X10 M.D
8D6X10 M.D
9D6X10 M.D
1D6X100 M.D
ok tell me what you guy think
we can use this for RIFTS ,CHAOS EARTH AND ROBOTECH AS WELL !!!

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 7:45 pm
by ZINO
wow four view and no vote or comment ?now my is 5 views

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 8:00 pm
by eliakon
I am not sure what I am looking at....its lots of numbers, but it doesn't seem to correlate how those numbers are done. Are these bursts? damage per shell? What?

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 8:16 pm
by nilgravity
I don't know much about guns so I just go by MDC is tank class so if it will hurt a tank I make it MD. I haven't checked it out but a lot of people like this http://www.kitsune.addr.com/Firearms/Firearms.htm

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 8:17 pm
by Deadboy Dakka
For single round, the lower calibers seem off a bit. I'm assuming that ramjets are used for the comparison here, so the numbers I see don't need the variation on the lower calibers, yet the cannon shells look to be appropriate, the only thing i really see missing, radius on the larger shells.

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 8:17 pm
by ZINO
eliakon wrote:I am not sure what I am looking at....its lots of numbers, but it doesn't seem to correlate how those numbers are done. Are these bursts? damage per shell? What?

just a single round table these are heavy weapon systems from the .30 caliber to 329 mm tank rifle if we can call it
thanks man for asking
hope this helps

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 8:18 pm
by ZINO
Deadboy Dakka wrote: radius on the larger shells.

well open for suggestions here just want to make house rules as close as possible to PB rules

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 8:20 pm
by ZINO
nilgravity wrote:I don't know much about guns so I just go by MDC is tank class so if it will hurt a tank I make it MD. I haven't checked it out but a lot of people like this http://www.kitsune.addr.com/Firearms/Firearms.htm

holy cow !!! thank and this S.D.C table too nice one !!! man TY

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 8:29 pm
by Deadboy Dakka
Use the radius in real life, maybe shrunk down a bit, seeing as almost all the other explosives in rifts have had that happen.

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 9:10 pm
by ZINO
Deadboy Dakka wrote:Use the radius in real life, maybe shrunk down a bit, seeing as almost all the other explosives in rifts have had that happen.

thnak man You rock

Re: house rules to M.D conventional rounds for rifts earth

Posted: Sun Jan 26, 2014 9:46 pm
by Deadboy Dakka
Oh, just make sure you list the blast radius according to the type of shell being fired...

Re: house rules to M.D conventional rounds for rifts earth

Posted: Mon Jan 27, 2014 12:54 am
by ZINO
Deadboy Dakka wrote:Oh, just make sure you list the blast radius according to the type of shell being fired...

OK thank YOU :)
any suggestion on this ?

Re: house rules to M.D conventional rounds for rifts earth

Posted: Mon Jan 27, 2014 1:18 am
by flatline
I don't understand what I'm looking at. Why does the list of damage ratings get longer and longer for each category?

--flatline

Re: house rules to M.D conventional rounds for rifts earth

Posted: Mon Jan 27, 2014 10:25 am
by ZINO
flatline wrote:I don't understand what I'm looking at. Why does the list of damage ratings get longer and longer for each category?

--flatline

Thanks for the post
And so sorry some time getting out of my brain does not equal good explaining
Here an example
30 caliber

1 M.D this the lowest type of damage, per one round
2M.D
3M.D
1d4M.D this is the highest possible amount of damage it can do per one round

50 caliber

1M.D this the lowest type of damage, per one round

2M.D
3M.D
1d4
1d6 M.D this is the highest possible amount of damage it can do per one round

20 MM to 29MM
1M.D this the lowest type of damage, per one round
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D this is the highest possible amount of damage it can do per one round

And so on
not all rounds made are equal,
This is just damage taking into account, no blast radius ,ammo type, range
That where I don’t want to post my house rule
Which systems will it run on Ram jet rounds?
or
M.D Black powder?
or
coil gun systems ?
does this help answer ?

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 12:51 am
by Kagashi
I have no idea what the heck I am looking at.

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 12:54 am
by eliakon
I think its a chart showing how much damage you get by bullet number....so first line is one round, second line is two rounds....

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 1:43 am
by slade the sniper
Zino...
tomorrow I will post up my best guesses of modern MD weaponry.

A lot depends on the weapon and type of ammo used, not just caliber. A 120mm mortar firing HE rounds with GPS guidance is a lot different than a 120mm tank cannon firing Hyper-Velocity Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium rounds... Different weapons for different uses with totally different properties, but still "120mm".

I will post more tomorrow...it is late.

-STS

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 2:17 am
by Deadboy Dakka
slade the sniper wrote:Zino...
tomorrow I will post up my best guesses of modern MD weaponry.

A lot depends on the weapon and type of ammo used, not just caliber. A 120mm mortar firing HE rounds with GPS guidance is a lot different than a 120mm tank cannon firing Hyper-Velocity Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium rounds... Different weapons for different uses with totally different properties, but still "120mm".

I will post more tomorrow...it is late.

-STS

As Slade has said, alot depends on the round. A HEAT (High Explosive Anti Tank) is more focused then a Fragmentary Shell. Just keep in mind what the Shell/Round is used for.

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 8:33 am
by ZINO
Kagashi wrote:I have no idea what the heck I am looking at.

this a chart if the lowest typw of one round only

30 caliber

1 M.D, a knock off , this will be lowest damage low quality round ,this is one round only , from a 30 caliber
2M.D
3M.D
1d4M.D and this will be the best quality round ,this is one round only


50 caliber

1M.Da knock off , this will be lowest damage low quality round ,this is one round only , from a 50 caliber
2M.D
3M.D
1d4
1d6 M.Dand this will be the best quality round ,this is one round only from a 50 caliber




20 MM round to 29MM round
1M.Da knock off , this will be lowest damage low quality round ,this is one round only , from a 20 MM round to 29MM round
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D and this will be the best quality round ,this is one round only from a 20 MM round to 29MM round

and this applies to the rest going down the chart
does this help?

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 8:37 am
by ZINO
Deadboy Dakka wrote:
slade the sniper wrote:Zino...
tomorrow I will post up my best guesses of modern MD weaponry.

A lot depends on the weapon and type of ammo used, not just caliber. A 120mm mortar firing HE rounds with GPS guidance is a lot different than a 120mm tank cannon firing Hyper-Velocity Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium rounds... Different weapons for different uses with totally different properties, but still "120mm".

I will post more tomorrow...it is late.

-STS

As Slade has said, alot depends on the round. A HEAT (High Explosive Anti Tank) is more focused then a Fragmentary Shell. Just keep in mind what the Shell/Round is used for.

in this i was try to deal with standrad damage then add rounds like HEAT ,A.P rounds and H.E Rounds as well blast radius ,mso sorry for the confustion here :oops:

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 8:39 am
by ZINO
slade the sniper wrote:Zino...
tomorrow I will post up my best guesses of modern MD weaponry.

A lot depends on the weapon and type of ammo used, not just caliber. A 120mm mortar firing HE rounds with GPS guidance is a lot different than a 120mm tank cannon firing Hyper-Velocity Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium rounds... Different weapons for different uses with totally different properties, but still "120mm".

I will post more tomorrow...it is late.

-STS

thank man looking forward to see man !!!!this is a draft i been woking on usinf info from PB thnak again You rock !!!

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 9:18 am
by Kagashi
ZINO wrote:
Kagashi wrote:I have no idea what the heck I am looking at.

this a chart if the lowest typw of one round only

30 caliber

1 M.D, a knock off , this will be lowest damage low quality round ,this is one round only , from a 30 caliber
2M.D
3M.D
1d4M.D and this will be the best quality round ,this is one round only


50 caliber

1M.Da knock off , this will be lowest damage low quality round ,this is one round only , from a 50 caliber
2M.D
3M.D
1d4
1d6 M.Dand this will be the best quality round ,this is one round only from a 50 caliber




20 MM round to 29MM round
1M.Da knock off , this will be lowest damage low quality round ,this is one round only , from a 20 MM round to 29MM round
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D and this will be the best quality round ,this is one round only from a 20 MM round to 29MM round

and this applies to the rest going down the chart
does this help?


Not really. I *think* you are trying to say that a particular caliber munition can be made in different qualities (say from different manufacturers) and your chart(s) describe your proposed max and min damages a single round can deal based on quality of manufacture.

But THIS doesnt say that at all:

Look at rifts merc book 1d4x10 I think or 6d6
Then we see in south America book 1d6x10 for a 120 MM tank rifle
So I came with this chart
Now plz post what you think ? and post it plz

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 2:36 pm
by ZINO
Kagashi wrote:
ZINO wrote:
Kagashi wrote:I have no idea what the heck I am looking at.

this a chart if the lowest typw of one round only

30 caliber

1 M.D, a knock off , this will be lowest damage low quality round ,this is one round only , from a 30 caliber
2M.D
3M.D
1d4M.D and this will be the best quality round ,this is one round only


50 caliber

1M.Da knock off , this will be lowest damage low quality round ,this is one round only , from a 50 caliber
2M.D
3M.D
1d4
1d6 M.Dand this will be the best quality round ,this is one round only from a 50 caliber




20 MM round to 29MM round
1M.Da knock off , this will be lowest damage low quality round ,this is one round only , from a 20 MM round to 29MM round
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D and this will be the best quality round ,this is one round only from a 20 MM round to 29MM round

and this applies to the rest going down the chart
does this help?


Not really. I *think* you are trying to say that a particular caliber munition can be made in different qualities (say from different manufacturers) and your chart(s) describe your proposed max and min damages a single round can deal based on quality of manufacture.

But THIS doesnt say that at all:

Look at rifts merc book 1d4x10 I think or 6d6
Then we see in south America book 1d6x10 for a 120 MM tank rifle
So I came with this chart
Now plz post what you think ? and post it plz

Sorry about that
You nailed it Kagashi!!!!
been try to get it out of head for awhile now!!!!
Some time these ideas are to get suck and take awhile and sometime like now the my presentation suck :(

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 6:57 pm
by ZINO
Kagashi said :THIS doesn't say that at all:


Look at rifts merc book 1d4x10 I think or 6d6
Then we see in south America book 1d6x10 for a 120 MM tank rifle
So I came with this chart
Now plz post what you think ? and post it plz

ok then time to clear the air so sorry here

This tank is from North America made by G.A.W
Rifts book - Merc Ops page 128
Weapon System number 1. :
120 mm Auto-Cannon
The Abrams main gun fires explosive shells at visible targets
Mega-Damage:
6d6 M.D. per High- Explosive (HE) round to a foot (3 m) radius
1D4X10 M.D per Armor Piercing
round to a 3 (0.9 m) radius,

Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Rifts - World Book South America book 2 On page 180
The Puma tank is a highly mobile and well-armed combat tank. based on pre-Rifts technologies, this tank is made in south America belter tech and technologies better damage too
Weapon System number 1. :
Main Gun:
This is 120mm cannon firing high-explosive or armor-piercing, discarding-sabot (APDS) solid shot.
The gun can be fired as often as twice per melee (the auto loading magazine takes 6 seconds to cycle a new round in).
Mega-Damage:
High-Explosive Rounds: 1D6x l0 M.D. to a 30 foot (9. 1m) blast radius.
APDS Rounds: 2D4x l0 M.D. (no blast radius).

I was been vague
so sorry about that :oops:
plz reply to this comment Kagashi

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 7:02 pm
by ZINO
Kagashi wrote:
ZINO wrote:
Kagashi wrote:I have no idea what the heck I am looking at.

this a chart if the lowest typw of one round only

30 caliber

1 M.D, a knock off , this will be lowest damage low quality round ,this is one round only , from a 30 caliber
2M.D
3M.D
1d4M.D and this will be the best quality round ,this is one round only


50 caliber

1M.D a knock off , this will be lowest damage low quality round ,this is one round only , from a 50 caliber
2M.D
3M.D
1d4
1d6 M.Dand this will be the best quality round ,this is one round only from a 50 caliber




20 MM round to 29MM round
1M.Da knock off , this will be lowest damage low quality round ,this is one round only , from a 20 MM round to 29MM round
2M.D
3M.D
1D4M.D
1D6M.D
2D4M.D
3D4 M.D
2D6M.D and this will be the best quality round ,this is one round only from a 20 MM round to 29MM round

and this applies to the rest going down the chart
does this help?


KagashiNot really. I *think* you are trying to say that a particular caliber munition can be made in different qualities (say from different manufacturers) and your chart(s) describe your proposed max and min damages a single round can deal based on quality of manufacture.

yes true
the lowest damage from a knockoff company or other
50 caliber

1 M.D a knock off , this will be lowest damage low quality round ,this is one round only , from a 50 caliber
but the highest possibles: 1d4M.D and this will be the best quality round ,this is one round only from a 50 caliber
this applies to the rest of the type ammo rounds

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 8:54 pm
by slade the sniper
Zino,
Don't worry so much about presentation. These forums are pretty welcoming and constructive feedback is a lot more common here than many other forums. Many forumites are more than happy to help out.

Ok, looking over your charts again, I see the point you are trying to say, which is (as I understand it) that the lower damage is the base damage, say for a solid round, or a standard HE round, whereas the higher damages are basically what you think the different types of ammunition will increase the damage to.

The issue that you are trying to model complex target/projectile interactions down to a single numeric value, which is slightly difficult when the damage mechanism varies by projectile type. This becomes an issue when dealing with armored vehicles and explosive damage since a High Explosive Squash Head/High Explosive Plastic round does a different type of internal damage than does a High Explosive Anti-Tank round...and when you add in all the different types of armor packages that can be optimized to defeat different damage mechanisms...it gets complicated...

But, it is also a game, so meh.

So, this is what I will do...I will take your caliber classes and give you my ideas on what the damage rating should be using the following warheads: solid rounds or HE (high explosive), HEP (high explosive plastic AKA high explosive squash head [HESH]), HEAT (high explosive anti-tank), APDS (long rod penetrators) and HVAPDS (hyper-velocity armor piercing, generally long rod penetrators composed of tungsten or depeleted uranium).

Note: there are a lot of different warheads available including the following (some of which can be combined):
Hyper Velocity
Fin Stabilized
Discarding Sabot
Depleted Uranium
Semi-Light AP
Tungsten
Armor Piercing
High Explosive
HE Armor Piercing
HE Anti Tank
HEAT w/ DU liner
Incendiary
Explosive Formed Projectile/Self Forging Projectile
HE Plastic/HE Squash Head
Tracer
HE Dual Purpose
Fragmentation
Thermo Baric
Ramjet
Electrothermal Enhancement
Dual HEAT
PELE Penetrator w Enhanced Lateral Efficiency
Active Lateral Penetrator (ALP)

As a note…some of these calibers do not exist IRL, and I will be using extrapolations for those. Also, some of these calibers are typically associated with artillery, but I am going to make the assumption that all of these weapon systems were designed as/are being used as direct fire weapons and not as artillery/mortars.

Also, be aware that the exact calculations may not be easily translated into dice, but I did the best I could.

.30 caliber
Solid: 5d6 SD
HEP: 7d6 SD
HEAT: 2d8x10 SD/ 1 MD
APDS: 2d6x10 SD/ 1 MD
HVAPDS: 3d10x10 SD/ 1d3 MD

.50 caliber
Solid: 7d6 SD
HEP: 1d6x10 SD
HEAT: 4d6x10 SD/ 1d2 MD
APDS: 2d8x10 SD/ 1 MD
HVAPDS: 1d4 MD

13mm-19mm (this is an addition to cover things liAPDS: anti-material rifles and very heavy machineguns)
Solid: 5d10 SD
HEP: 7d10 SD
HEAT: 1d3 MD
APDS: 2d8x10 SD/1 MD
HVAPDS: 5d10x10 SD/1d4+1 MD

20mm-29mm
HE: 1d8x10 SD
HEP: 2d6x10 SD/1 MD
HEAT: 1d4 MD
APDS: 1d3 MD
HVAPDS: 1d8 MD

30mm-39mm
HE: 2d6x10 SD/ 1 MD
HEP: 3d6x10 SD/1 MD
HEAT: 1d6 MD
APDS: 1d4 MD
HVAPDS: 2d6 MD

40mm-49mm
HE: 2d8x10 SD/1 MD
HEP: 4d6x10 SD/2 MD
HEAT: 1d8 MD
APDS: 1d6 MD
HVAPDS: 2d8 MD

50mm-59mm
HE: 3d6x10 SD/1 MD
HEP: 4d6x10+10 SD/2 MD
HEAT: 1d10 MD
APDS: 1d6+1 MD
HVAPDS: 3d6 MD

60mm-69mm
HE: 2d10x10 SD/1d2 MD
HEP: 3d10x10 SD/1d3 MD
HEAT: 1d10+1 MD
APDS: 1d8 MD
HVAPDS: 2d10 MD

70mm-79mm
HE: 4d6x10+20 SD/1d2 MD
HEP: 1d4 MD
HEAT: 2d6+2 MD
APDS: 1d10 MD
HVAPDS: 3d8 MD

80mm-89mm
HE: 3d10x10 SD/1d3 MD
HEP: 1d4+1 MD
HEAT: 3d6 MD
APDS: 2d6+1 MD
HVAPDS: 5d6 MD

90mm-99mm (not a big increase here, was using the 8.8 cm Flak 18/36/37/41 family as the baseline for the 80mm-89mm statistics above…and it is/was still a pretty good system compared to many of the short barreled 90mm-99mm contemporary systems)
HE: 1d3 MD
HEP: 1d4+1 MD
HEAT: 3d6 MD
APDS: 2d6 MD
HVAPDS: 3d10 MD

100mm-109mm
HE: 1d3 MD
HEP: 1d4+1 MD
HEAT: 2d10 MD
APDS: 2d6+3 MD
HVAPDS: 3d12 MD

110mm-119mm
HE: 1d3 MD
HEP: 1d4+1 MD
HEAT: 2d10+1 MD
APDS: 2d8 MD
HVAPDS: 4d10

120mm-129mm
HE: 1d5 MD
HEP: 1d6+1 MD
HEAT: 4d6+2 MD
APDS: 2d10 MD
HVAPDS: 5d10 MD

130mm-139mm (extrapolated)
HE: 1d5 MD
HEP: 1d6+1 MD
HEAT: 4d6+3 MD
APDS: 2d10 MD
HVAPDS: 5d10+1 MD

140mm-149mm
HE: 1d5 MD
HEP: 1d8 MD
HEAT: 3d10 MD
APDS: 2d10 MD
HVAPDS: 5d10+2 MD

150mm-159mm
HE: 1d5 MD
HEP: 1d8 MD
HEAT: 3d10 MD
APDS: 2d10+1 MD
HVAPDS: 5d10+3 MD

160mm-169mm (extrapolated)
HE: 1d5 MD
HEP: 1d8 MD
HEAT: 3d10+1 MD
APDS: 2d10+2 MD
HVAPDS: 5d10+5 MD

170mm-179mm
HE: 1d6 MD
HEP: 1d8+1 MD
HEAT: 3d10+3 MD
APDS: 4d6 MD
HVAPDS: 6d10+1 MD

180mm-189mm (extrapolated)
HE: 1d6 MD
HEP: 1d8+1 MD
HEAT: 3d10+3 MD
APDS: 4d6+1 MD
HVAPDS: 6d10+2 MD

190mm-199mm (extrapolated)
HE: 1d6+1 MD
HEP: 1d8+1 MD
HEAT: 6d6 MD
APDS: 4d6+2 MD
HVAPDS: 6d10+5 MD

200mm-209mm
HE: 1d6+1 MD
HEP: 1d8+1 MD
HEAT: 6d6+2 MD
APDS: 4d6+4 MD
HVAPDS: 7d10 MD

210mm-219mm (extrapolated)
HE: 1d6+1 MD
HEP: 1d8+1 MD
HEAT: 4d10 MD
APDS: 3d10 MD
HVAPDS: 7d10+2 MD

220mm-229mm (extrapolated)
HE: 1d6+1 MD
HEP: 1d10 MD
HEAT: 4d10+2 MD
APDS: 3d10+1 MD
HVAPDS: 7d10+5 MD

230mm-239mm (extrapolated)
HE: 1d6+1 MD
HEP: 1d10+1 MD
HEAT: 4d10+1d4 MD
APDS: 3d10+2
HVAPDS: 8d10 MD

240mm-249mm (extrapolated)
HE: 1d8 MD
HEP: 2d6 MD
HEAT: 4d10+1d6 MD
APDS: 3d10+1d3
HVAPDS: 8d10+5 MD

250mm-259mm
HE: 1d8 MD
HEP: 2d6+1 MD
HEAT: 4d12 MD
APDS: 3d10+1d4 MD
HVAPDS: 9d10 MD

260mm-269mm (extrapolated)
HE: 1d8 MD
HEP: 2d6+1 MD
HEAT: 5d10 MD
APDS: 6d6 MD
HVAPDS: 9d10+2 MD

270mm-279mm (extrapolated)
HE: 1d8+1 MD
HEP: 2d6+2 MD
HEAT: 5d10+2 MD
APDS: 6d6+2 MD
HVAPDS: 9d10+1d6 MD

280mm-289mm
HE: 1d10 MD
HEP: 2d6+3 MD
HEAT: 5d10+5 MD
APDS: 7d6 MD
HVAPDS: 10d10 MD

290mm-299mm (extrapolated)
HE: 1d10 MD
HEP: 2d8 MD
HEAT: 5d10+1d6 MD
APDS: 7d6 MD
HVAPDS: 10d10+1 MD

300mm-309mm (extrapolated)
HE: 1d10 MD
HEP: 2d8 MD
HEAT: 5d10+1d8 MD
APDS: 7d6+1 MD
HVAPDS: 10d10+2 MD

310mm-319mm (extrapolated)
HE: 1d10 MD
HEP: 2d8 MD
HEAT: 6d10 MD
APDS: 4d10+4 MD
HVAPDS: 10d10+1d6 MD

320mm-329mm
HE: 1d10+1 MD
HEP: 2d8+1 MD
HEAT: 6d10+2 MD
APDS: 4d10+5 MD
HVAPDS: 1d10x10+10 MD

14” guns
HE: 2d6 MD
HEP: 3d6 MD
HEAT: 11d6 MD
APDS: 5d10 MD
HVAPDS: 2d6x10 MD

15” guns
HE: 2d6+1 MD
HEP: 3d6+1 MD
HEAT: 1d6x10+10 MD
APDS: 5d10+2 MD
HVAPDS: 2d6x10+10 MD

16” guns
HE: 2d6+2 MD
HEP: 2d10+1 MD
HEAT: 1d8x10 MD
APDS: 5d10+1d6 MD
HVAPDS: 2d6x10+20 MD

17” guns
HE: 2d6+2 MD
HEP: 2d10+2 MD
HEAT: 1d8x10 MD
APDS: 5d10+1d8 MD
HVAPDS: 2d6x10+20 MD

18” guns
HE: 2d6+3 MD
HEP: 2d10+3 MD
HEAT: 1d8x10+1d4 MD
APDS: 1d6x10+1 MD
HVAPDS: 2d6x10+30 MD

Hope that is of some use.

-STS

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Jan 28, 2014 11:15 pm
by ZINO
slade the sniper wrote:
-STS

wow thanks man this rock been try to come with something low level for S.D.C and M.D as well able to apply this in Chaos Earth !!!!
also looking at rifts and try to come out for a version M.D
my damage systems is a bit to high (for some to high)
also was try to use this by getting info from here from P.B

This tank is from North America made by G.A.W
Rifts book - Merc Ops page 128
Weapon System number 1. :
120 mm Auto-Cannon
The Abrams main gun fires explosive shells at visible targets
Mega-Damage:
6d6 M.D. per High- Explosive (HE) round to a foot (3 m) radius
1D4X10 M.D per Armor Piercing
round to a 3 (0.9 m) radius,

Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Rifts book - Merc Ops page 132
Weapon Systems number 1
GU-N8 Mk. II Avenger Cannon (30MM?????)
Mega-Damage: 2D6x 10 M.D. to a two foot (0.6 m) area per 100 round burst. Ricochets are common against "hard targets" and do 2d6x10 M.D. to everything in a 15 foot (4.6 m) radius

GAW-F16C Improved Falcon
20mm Gatling Cannon:
This is the same pre-Rifts Gatling cannon originally installed on the F-14 and F- 16 series fighters. ,
Mega-Damage: 2D6+3 for a short 10 round burst, 6D6+6 for a medium 30 round burst ,



GAW-IW Improved Super-Cobra Gunship
XM-I34 7.62 mm Mini-Gun:
This six-barreled, 7.62 mm Gatling gun is driven by an independent electric motor that
The mini-gun is mounted in the nose of the Super Cobra as a " chin gun," allowing it a 270 degree arc of fire .

Mega-Damage:
2d6+3 M.D. per 10 round burst or 4d6+4 M.D. per 20 round burst.


Rifts - World Book South America book 2 On page 180
The Puma tank is a highly mobile and well-armed combat tank. based on pre-Rifts technologies, this tank is made in south America better tech and technologies better damage too
Weapon System number 1. :
Main Gun:
This is 120mm cannon firing high-explosive or armor-piercing, discarding-sabot (APDS) solid shot.
The gun can be fired as often as twice per melee (the auto loading magazine takes 6 seconds to cycle a new round in).
Mega-Damage:
High-Explosive Rounds: 1D6x l0 M.D. to a 30 foot (9. 1m) blast radius.
APDS Rounds: 2D4x l0 M.D. (no blast radius).

I was been vague

Re: house rules to M.D conventional rounds for rifts earth

Posted: Wed Jan 29, 2014 12:59 pm
by slade the sniper
Zino,
The stuff I posted is the best tech currently available in reality. The small bump up by 5 or 10 MDC for RIFTS weapons in the books is pretty doable for super tech...it is when things start doing triple or quadruple damage...then that is when I sort of shake my head and leave.

-STS

Re: house rules to M.D conventional rounds for rifts earth

Posted: Wed Jan 29, 2014 8:30 pm
by ZINO
thumbs up man !!!slade the sniper

Re: house rules to M.D conventional rounds for rifts earth

Posted: Fri Jan 31, 2014 7:52 am
by wyrmraker
I do like the effort to put conventional weapons into Mega-Damage territory properly. As a gunsmith, I have always goggled at PB's tendency to ignore conventional science in favor of 'super-tech'. I do like to see this kind of effort.

For example, a 120mm APFDS round fires a finned dart weighing roughly 30 pounds at a speed of approximately Mach 5. So why does it do half the damage of a Boom Gun round, which, by definition, is an anti-personel round?

By extension, I personally believe that your damage values are too low in relation with the above statement. But that's me.

Re: house rules to M.D conventional rounds for rifts earth

Posted: Fri Jan 31, 2014 11:42 am
by ZINO
slade the sniper wrote:Zino,
The stuff I posted is the best tech currently available in reality. The small bump up by 5 or 10 MDC for RIFTS weapons in the books is pretty doable for super tech...it is when things start doing triple or quadruple damage...then that is when I sort of shake my head and leave.

-STS


Ok here my reply to that LOL
The following are in single round Damage:
.30 caliber machine gun :1d4 MD
.50 caliber: 1d6 MD
20 MM TO 29 MM :1D8 MD
30 MM TO 39 MM :1D10 MD
40 MM TO 49 MM:1D12 MD
50 MM TO 59 MM : 4D4 M.D
60 MM TO 69 MM : 3D6 M.D
70 MM TO 79 MM : 5D4 M.D
80 MM TO 89 MM : 4D6 M.D
90 MM TO 99 MM : 5D6 M.D
100 TO 109 MM :6D6 M.D
110 MM TO 119 MM 1D4X1O M.D
120 MM TO 129 MM 1D6X10 M.D
130 MM TO 139 MM 2D4X10 M.D
140 MM TO 149 MM 1D10X10 M.D
150 MM TO 159 MM 2D6X10 M.D
160 MM TO 169MM 4D4X10 M.D
170 MM TO 179 MM 3D6X10 M.D
180 MM TO 189 MM 5D4X10 M.D
190 MM TO 199 MM 4D6X10 M.D
200 MM TO 210 MM 5D6X10 M.D

The following chart is for burst
30 caliber machine gun :1d4 MD single round Damage
Two round burst 2d4
Three round burst 3d4
four round burst 4d4
Five round 5d4
six round burst 4d6
Eight round burst 5d6
ten round burst 1d4x10
Twenty round burst 2d4x10
fourth round burst 3d4x10
Eighty round burst 4d6x10

.50 caliber: 1d6 MD single round Damage
Two round burst 2d6
Three round burst 3d6
four round burst 4d6
Five round 5d6
six round burst 6d6
Eight round burst 8d6
ten. round burst 1d6x10
Twenty round burst 2d6x10
fourth round burst 4d6x10

20 MM TO 29 MM :1D8 MD single round Damage
Two round burst 2d8 or 3d6
Three round burst 3d8 or 4d6
four round burst 4d8
Five round 5d8
six round burst1d4x10+8
Eight round burst 8d8
ten. round burst 2d4x10 or 1d8x10
Twenty round burst 2d8x10
fourth round burst 4d8x10

30 MM TO 39 MM :1D10 MD single round Damage
Two round burst 5d4
Three round burst 5d6
Four round burst 1d4x10
Five round 5d10
Six round burst 1d6x10
Eight round burst 2d4x10
Ten. round burst 1d10x10
Twenty round burst 5d4x10
Fourth round burst 5d8x10
Fifth round burst 5d10x10
Sixth round burst 1d6x100

40 MM TO 49 MM:1D12 MD single round Damage
Two round burst 4d6
Three round burst 6d6
four round burst 1d4x10+8
Five round 1d6x10
six round burst 1d6x10+12
Eight round burst 2d4x10
ten. round burst 2d6x10
Twenty round burst 4d6x10
fourth round burst 8d6x10

50 MM TO 59 MM : 4D4 M.D single round Damage
Two round burst 4d8
Three round burst 1d4x10+8
four round burst 1d6x10+4
Five round 2d4x10


60 MM TO 69 MM : 3D6 M.D single round Damage
Two round burst 6d6
Three round burst 5d10+4
four round burst 1d6x10+12
Five round 2d4x10+10
six round burst 1d10x10
Eight round burst 2d6x10+8
ten. round burst 3d6x10
Twenty round burst 6d6x10


70 MM TO 79 MM : 5D4 M.D single round Damage
Two round burst 1d4x10
Three round burst 1d6x10
four round burst 2d4x10 or 1d8x10
Five round 1d10x10
six round burst 2d6x10
Eight round burst 4d4x10
ten. round burst 5d4x10
Twenty round burst 5d8x10
Thirty round burst 1d6x100
fourth round burst 2d4x100

80 MM TO 89 MM : 4D6 M.D single round Damage
Two round burst 1d4x10+8
Three round burst 1d6x10+12
four round burst 2d4x10
Five round 2d6x10
six round burst is 144 so i put N/A ( ANY IDEAS ON THIS OR JUST LEVE IT)
Eight round burst 192 SO I DO 5D4X10
ten. round burst 4D6X10
Twenty round burst 8D6X10


90 MM TO 99 MM : 5D6 M.D single round Damage
Two round burst 1d6x10
Three round burst 2d4x10+10
four round burst 2d6x10
Five round 4d4x10
six round burst 3d6x10
Eight round burst 4d6x10
ten. round burst 5d6x10
Twenty round burst 1d6x100


100 TO 109 MM : 6D6 M.D single round Damage
Two round burst 1d6x10+12
Three round burst 1d8x10+8
four round burst 3d6x10
Five round 3d6x10
six round burst 5d4x10+16
Eight round burst 4d6x10+40
ten. round burst 6d6x10
Twenty round burst 12d6x10


110 MM TO 119 MM 1D4X1O M.D single round Damage
Two round burst2d4x10
Three round burst 3d4x10
four round burst 4d4x10
Five round 5d8x10
six round burst 4d6x10
Eight round burst 4d8x10
ten. round burst 5d8x10
Twenty round burst 2d4x100


120 MM TO 129 MM 1D6X10 M.D single round Damage
Two round burst 2d6x10
Three round burst 3d6x10
four round burst 4d6x10
Five round 5d6x10
six round burst 6d6x10
Eight round burst 8d6x10
ten. round burst10d6x10 or 1d6x100
Twenty round burst 2d6x100
fourth round burst 4d6x100

130 MM TO 139 MM 2D4X10 M.D single round Damage
Two round burst 4d4x10
Three round burst 4d6x10
four round burst 4d8x10
Five round 5d8x10
six round burst 4d8x10
Eight round burst 8d8x10
ten. round burst 2d4x100
Twenty round burst 4d4x100


140 MM TO 149 MM 1D10X10 M.D single round Damage
Two round burst 5d4x10
Three round burst 5d6x10
four round burst 5d8x10
Five round 5d10x10
six round burst 1d6x100
Eight round burst 2d4x100
ten. round burst1d10x1000

150 MM TO 159 MM 2D6X10 M.D single round Damage
Two round burst 4d6tx10
Three round burst 6d6x10
four round burst 8d6x10
Five round 1d6x100

160 MM TO 169MM 4D4X10 M.D single round Damage
Two round burst 4d8x10
Three round burst 6d8x10
four round burst 8d8x109

170 MM TO 179 MM 3D6X10 M.D single round Damage
Two round burst 6d6x10
Three round burst 12d6x10


180 MM TO 189 MM 5D4X10 M.D single round Damage
Two round burst 5d8x10
Three round burst 1d6x100 or 10d6x10


190 MM TO 199 MM 4D6X10 M.D single round Damage
Two round burst 6d8x10

200 MM TO 210 MM 5D6X10 M.D single round Damage
Two round burst 1d6x100 or 10d6x10







wyrmraker wrote:I do like the effort to put conventional weapons into Mega-Damage territory properly. As a gunsmith, I have always goggled at PB's tendency to ignore conventional science in favor of 'super-tech'. I do like to see this kind of effort.

For example, a 120mm APFDS round fires a finned dart weighing roughly 30 pounds at a speed of approximately Mach 5. So why does it do half the damage of a Boom Gun round, which, by definition, is an anti-personel round?

By extension, I personally believe that your damage values are too low in relation with the above statement. But that's me.




I agree.wyrmraker
PB has ignored this, and for what.
I try and make sure damage are close to PB look at my other threads, here they are low due to PB Rules system,
Look at other charts from a M.D.C 5 MM TO 20 MM rounds and type of rounds, in chaos earth, phase world and in rifts and very detail information s I could
Still to so look at PB books and only found 20mm , 120 mm rounds for 1D6x10 , I am not adding auto cannon be others
So I was working on a table. Or chart I love the recent chart and chat about this and will post a better detail that can go close to PB idea,
Also I only look in rifts and not in the other

So so sorry to repot this take a look at the following


This tank is from North America made by G.A.W
Rifts book - Merc Ops page 128
Weapon System number 1. :
120 mm Auto-Cannon
The Abrams main gun fires explosive shells at visible targets
Mega-Damage:
6d6 M.D. per High- Explosive (HE) round to a foot (3 m) radius
1D4X10 M.D per Armor Piercing
round to a 3 (0.9 m) radius,

Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Rifts book - Merc Ops page 132
Weapon Systems number 1
GU-N8 Mk. II Avenger Cannon (30MM?????)
Mega-Damage: 2D6x 10 M.D. to a two foot (0.6 m) area per 100 round burst. Ricochets are common against "hard targets" and do 2d6x10 M.D. to everything in a 15 foot (4.6 m) radius

GAW-F16C Improved Falcon
20mm Gatling Cannon:
This is the same pre-Rifts Gatling cannon originally installed on the F-14 and F- 16 series fighters. ,
Mega-Damage: 2D6+3 for a short 10 round burst, 6D6+6 for a medium 30 round burst ,



GAW-IW Improved Super-Cobra Gunship
XM-I34 7.62 mm Mini-Gun:
This six-barreled, 7.62 mm Gatling gun is driven by an independent electric motor that
The mini-gun is mounted in the nose of the Super Cobra as a " chin gun," allowing it a 270 degree arc of fire .

Mega-Damage:
2d6+3 M.D. per 10 round burst or 4d6+4 M.D. per 20 round burst.

Rifts - World Book South America book 2 On page 180
The Puma tank is a highly mobile and well-armed combat tank. based on pre-Rifts technologies, this tank is made in south America better tech and technologies better damage too
Weapon System number 1. :
Main Gun:
This is 120mm cannon firing high-explosive or armor-piercing, discarding-sabot (APDS) solid shot.
The gun can be fired as often as twice per melee (the auto loading magazine takes 6 seconds to cycle a new round in).
Mega-Damage:
High-Explosive Rounds: 1D6x l0 M.D. to a 30 foot (9. 1m) blast radius.
APDS Rounds: 2D4x l0 M.D. (no blast radius).

THIS IS SO VAGUE
what you think wyrmraker

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 2:46 am
by Lt Gargoyle
ok Zino I voted other. Mostly I do not concern myself with these little details, I generally Use whats in the book or use what the GM of the Game decides.

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 10:13 am
by ZINO
Lt Gargoyle wrote:ok Zino I voted other. Mostly I do not concern myself with these little details, I generally Use whats in the book or use what the GM of the Game decides.

thumd up on that man!!!! :)

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 12:17 pm
by wyrmraker
I think you're getting closer, Zino. I would personally put the 120mm APFDS tank round on par with the Glitter Boy round, with a range of 4 miles (that is the actual range of the Challenger II tank).

And having no blast radius for a kinetic penetrator round just makes sense. The Puma's 120mm APDS round is a long, heavy dart. It should have the same punch as the Glitter Boy.

I do have to wonder about bursts for artillery. Seems to be kind of a stretch. However, I have always felt that PB's burst system was deeply flawed. A couple of examples:
1. The original SAMAS rail gun (RMB) uses a 40 round burst to get 1d4x10. Individual round do 1d4. Why is the total damage from a burst only 25% of the maximum poissible damage?
2. Short Burst (old burst rules) uses 10% of the magazine, does Round times 2 damage. An Uzi in 9mm has a 32 round magazine, short burst is 3 rounds, does 2d6x2. Calico 9mm with 50 round helical magazine, short burst is 5 rounds, damage is still 2d6x2. Calico 9mm with 100 round helical magazine, short burst is 10 rounds (yes, the Calico can perform that rate of fire), damage is 2d6x2.

In a different thread, I posted a rotary cannon based on the 12 gauge shotgun round. Not only is it fantastically antipersonnel (if you know about the variant loads for 12 gauge, then you understand), but it becomes a truly nasty weapon when loaded with APRJ rounds from Juicer Uprising. Upgrade that rotary cannon with the action from the Universal Rifle in Black Market, and suddenly you're rocking out with literally any ammunition on the planet, including Triax Pump Rounds.

If you adjust the burst fire rules by how many rounds are fired, as opposed to a percentage of the magazine, it does become a lot nastier, but also a lot more precise.

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 2:00 pm
by ZINO
wyrmraker I think you're getting closer, Zino.).

thnak man but i hit a wall here and ideas how to go about pots thanks

wyrmraker
I would personally put the 120mm APFDS tank round on par with the Glitter Boy round, with a range of 4 miles (that is the actual range of the Challenger II tank

well huh .....a 120 MM tank rifle in rifts does 1d6x10 M.D the Max and GB round 3D6X10M.D , aslo a 120 MM round speed is mach 5 ,IF I AM WRONG LET ME KNOW

Wyrmraker And having no blast radius for a kinetic penetrator round just makes sense.
I AGREE with is sorry cap lock keep poping up
but
Wyrmraker The Puma's 120mm APDS round is a long, heavy dart. It should have the same punch as the Glitter Boy.
I do have to wonder about bursts for artillery. Seems to be kind of a stretch.

not all can do brust the most would be two round brust
Unless it a massive 120 MM Gatling gun !! and that would be a very big giant size robot however a Puma's weapon systems MIGHT be able too

so sorry could not help my self on that Idea :twisted:

Wyrmraker
However, I have always felt that PB's burst system was deeply flawed. A couple of examples:
1. The original SAMAS rail gun (RMB) uses a 40 round burst to get 1d4x10. Individual round do 1d4. Why is the total damage from a burst only 25% of the maximum poissible damage?
2. Short Burst (old burst rules) uses 10% of the magazine, does Round times 2 damage. An Uzi in 9mm has a 32 round magazine, short burst is 3 rounds, does 2d6x2. Calico 9mm with 50 round helical magazine, short burst is 5 rounds, damage is still 2d6x2. Calico 9mm with 100 round helical magazine, short burst is 10 rounds (yes, the Calico can perform that rate of fire), damage is 2d6x2.

I understand and agree with this


Wyrmraker
In a different thread, I posted a rotary cannon based on the 12 gauge shotgun round. Not only is it fantastically antipersonnel (if you know about the variant loads for 12 gauge, then you understand), but it becomes a truly nasty weapon when loaded with APRJ rounds from Juicer Uprising. Upgrade that rotary cannon with the action from the Universal Rifle in Black Market, and suddenly you're rocking out with literally any ammunition on the planet, including Triax Pump Rounds.

one word :WOW !!!!!!!

Wyrmraker
If you adjust the burst fire rules by how many rounds are fired, as opposed to a percentage of the magazine, it does become a lot nastier, but also a lot more precise

I agree with you on this ,but the math get in the way to come out CRAZY LIKE HE SIAD

slade the sniper wrote:it is when things start doing triple or quadruple damage...then that is when I sort of shake my head and leave.
-STS


so it get nuts for me too :(
still this as close I can come to PB rules ,you seen my vercion which a lot told me they like but wouldnt post it for XYZ Reasons
any ideas shaing is caring
thank man :)

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 2:17 pm
by wyrmraker
Actually, the math is pretty simple. I am reposting the weapon I designed, along with the adjusted rules for Rate of Fire:

Ultima Ratio Regum
This weapon, the 'Ultimate Argument of Kings', is meant to be wielded either by a juicer or cyborg, but it truly comes into it's own when wielded by something like a Dragon Blood Juicer. A mostly man-portable weapon, this rotary cannon's action is based on the action of the Big Bore Universal Rifle. Given that the Universal Rifle can chamber any rifle, Big Bore, shotgun, or Triax pump round, the user can load out entire belts of different round types, depending on the tactical requirements. Do note that different round type and calibers cannot be loaded into the same belt. The action will jam before it has any chance at all of adapting to the new size of shell.
With an average cyclic rate of 3000 rounds per minute, it will fire 30 rounds per second, with spin-up of the barrels. The internal spindle of the barrels encompasses a heavy-duty recoil compensation system, and the 18 inch barrels themselves are tipped with muzzle brakes to ease the recoil and muzzle flip.
The damage involved will depend on the round loaded, but the multiplier is the same, depending on how many rounds fired.

Weight: 67 pounds
Mega-Damage: Varies per Single Round
10 Rnd Burst: Damagex5
30 Rnd Burst: Damage x10
60 Rnd Burst: Damagex20
Magazine: 300 Round Belt
Range: 1500 Feet
Payload: Belt-fed, average belt is 300 rounds

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 3:34 pm
by ZINO
wyrmraker wrote:Actually, the math is pretty simple. I am reposting the weapon I designed, along with the adjusted rules for Rate of Fire:

Ultima Ratio Regum
This weapon, the 'Ultimate Argument of Kings', is meant to be wielded either by a juicer or cyborg, but it truly comes into it's own when wielded by something like a Dragon Blood Juicer. A mostly man-portable weapon, this rotary cannon's action is based on the action of the Big Bore Universal Rifle. Given that the Universal Rifle can chamber any rifle, Big Bore, shotgun, or Triax pump round, the user can load out entire belts of different round types, depending on the tactical requirements. Do note that different round type and calibers cannot be loaded into the same belt. The action will jam before it has any chance at all of adapting to the new size of shell.
With an average cyclic rate of 3000 rounds per minute, it will fire 30 rounds per second, with spin-up of the barrels. The internal spindle of the barrels encompasses a heavy-duty recoil compensation system, and the 18 inch barrels themselves are tipped with muzzle brakes to ease the recoil and muzzle flip.
The damage involved will depend on the round loaded, but the multiplier is the same, depending on how many rounds fired.

Weight: 67 pounds
Mega-Damage: Varies per Single Round
10 Rnd Burst: Damagex5
30 Rnd Burst: Damage x10
60 Rnd Burst: Damagex20
Magazine: 300 Round Belt
Range: 1500 Feet
Payload: Belt-fed, average belt is 300 rounds

ok I love this !!!!!!!!!!!!!!!!!!!
but if I may ask how would a 5 MM to 20MM caliber rounds by the way I am using the radius of the round

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 4:43 pm
by wyrmraker
I would say that 5mm rifle rounds couldn't be made to inflict MD. They're just too small. I would also go so far as to say that nothing short of a heavy .30 round (.30-06, .308 Win, etc) would inflict MD. Even then, anything smaller than 14.5mm wouldn't inflict MD unmodified.

In my opinion, regular 20mm autocannon rounds would inflict MD, mostly because they are explosive or armor piercing rounds as standard loads. From there, I would say that rounds that increase in size from 20mm would definitely do MD. However remember that the bore on a 200mm cannon is only 7.87 inches across. At that width, some really massive loads of explosives can be packed in there, and usually at ranges of 4-5 miles, depending on the barrel length.

Also bear in mind that most modern autocannon rounds are rocket-propelled rounds. This is to give them enough speed to outpace a dogfighting aircraft fling at supersonic speeds. When applied to a ground based autocannon or rifle, this will give the round far greater range than average because of the flat trajectory.

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 5:41 pm
by ZINO
wyrmraker wrote:I would say that 5mm rifle rounds couldn't be made to inflict MD. They're just too small. I would also go so far as to say that nothing short of a heavy .30 round (.30-06, .308 Win, etc) would inflict MD. Even then, anything smaller than 14.5mm wouldn't inflict MD unmodified.

In my opinion, regular 20mm autocannon rounds would inflict MD, mostly because they are explosive or armor piercing rounds as standard loads. From there, I would say that rounds that increase in size from 20mm would definitely do MD. However remember that the bore on a 200mm cannon is only 7.87 inches across. At that width, some really massive loads of explosives can be packed in there, and usually at ranges of 4-5 miles, depending on the barrel length.

Also bear in mind that most modern autocannon rounds are rocket-propelled rounds. This is to give them enough speed to outpace a dogfighting aircraft fling at supersonic speeds. When applied to a ground based autocannon or rifle, this will give the round far greater range than average because of the flat trajectory.

wow!
well hum take a look at this
Caliber.17 mm from a 24.13 mm

So here their tech from low caliber to high grade military weapons
http://farm4.static.flickr.com/3217/315 ... aa68_o.jpg
http://www.mycsg.com/images/Complete-Ri ... arisom.jpg
http://www.mycsg.com/images/Bullet-Comp ... USTERS.jpg
http://www.mycsg.com/images/Bullet_Cali ... 24x482.jpg
http://www.fas.org/man/dod-101/sys/land/bullets3.gif
http://www.mycsg.com/images/Bullet-Cali ... -chart.jpg
http://www.google.com/imgres?um=1&hl=en ... =149&ty=56
http://www.google.com/imgres?um=1&hl=en ... x=26&ty=46
http://www.fas.org/man/dod-101/sys/land/bullets3.gif
http://www.globalsecurity.org/military/ ... ig1-14.gif
http://www.biggerhammer.net/manuals/23-65/fig1-14.gif



Single shot only

type: Caliber.17
Metric equivalent 4.4 mm
Typical bullet diameter 0.172 in
Common cartridges.17 Remington, .17 HMR
Mega-Damage:

Notes/SINGLE ROUNDS 1D10 x10 S.D.C OR 1 M.D

type: Caliber.177
Metric equivalent4.5 mm
Typical bullet diameter.177 lead, .175 BB
Common cartridges Airgun .177 caliber

Mega-Damage:
Notes/SINGLE ROUNDS1D10x10 S.D.C. OR 1 M.D
Type: Caliber.20, .204
Metric equivalent 5 mm
Typical bullet diameter 0.204 in
Common cartridges .204 Ruger, 5 mm Remington Rimfire Magnum
Mega-Damage: Notes/SINGLE ROUNDS 1D10 x10 S.D.C. OR 1 M.D

type:
Caliber
Metric equivalent
.22, .218, .219 .220, .221, .222, .223, .224, .225, .226
Typical bullet diameter 5.5, 5.56, 5.7 mm
Notes/SINGLE ROUNDS.22 Long Rifle, .222 Remington, .223 Remington, 5.56×45mm NATO, 5.7 x 28 mm, .22-250 Remington, .22 Airgun
NATO Round, M4/M16
Common cartridges 0.223-0.224 in
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D

type:
Caliber.22, .218, .219 .220, .221, .222, .223, .224, .225, .226
Metric equivalent5.5, 5.56, 5.7 mm
Typical bullet diameter0.223-0.224 in
Common cartridges
.22 Long Rifle, .222 Remington, .223 Remington, 5.56×45mm NATO, 5.7 x 28 mm, .22-250 Remington, .22 Airgun
Notes/SINGLE ROUNDS
NATO Round, M4/M16
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D


type:
Caliber.228
Metric equivalent none
Typical bullet diameter0.228 in
Common cartridges.228 Ackley Magnum
Notes/SINGLE ROUNDS Bullets formerly available from Barnes, in heavily constructed 70 and 90 grain weights for medium game use
Caliber.24
Metric equivalent6 mm
Typical bullet diameter0.243 in
Common cartridges.243 Winchester, 6 mm Remington, 6mm plastic airsoft BBs
Mega-Damage: Notes/SINGLE ROUNDS 5D4 X10 S.D.C OR 2 M.D


type:
Caliber.25
Metric equivalent6.35 mm
Typical bullet diameter0.25 in, 6.35 mm
Common cartridges.25 ACP, 6.35x16mmSR
Notes/SINGLE ROUNDS A.K.A .25 Auto and 6.35 mm Brownin
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D


type:
Caliber.257
Metric equivalent6.5 mm

Typical bullet diameter0.257 in, 6.527 mm
Common cartridges.257 Roberts, .25-06 Remington, .250 Savage
Notes/SINGLE ROUNDS typical 25 cal, not normally called 6.5
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D


type:
Caliber.257
Metric equivalent6.5 mm
Typical bullet diameter0.257 in, 6.527 mm
Common cartridges.257 Roberts, .25-06 Remington, .250 Savage
Notes/SINGLE ROUNDS typical 25 cal, not normally called 6.5
Mega-Damage: 5D4 X10 S.D.C OR 2 M.D


type: Caliber.26
Metric equivalent6.5 mm
Typical bullet diameter0.264 in, 6.7 mm
Common cartridges6.5 x 55 mm, .260 Remington
Notes/SINGLE ROUNDS cartridges commonly known as 6.5
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D


type: Caliber.27
Metric equivalent6.8 mm, 7 mm
Typical bullet diameter0.277 in, 7.035 mm
Common cartridges.270 Winchester, 6.8 SPC
Notes/SINGLE ROUNDS not called 7 mm
Mega-Damage:
5D4 X10 S.D.C OR 2 M.D


type: Caliber.30
Metric equivalent7.62 mm
Typical bullet diameter0.308 in
Common cartridges30-06, .308 Winchester (7.62mm NATO), .300 Winchester Magnum
Notes/SINGLE ROUNDS NOTE: ak-47
Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D


type: Caliber.30
Metric equivalent7.62 mm
Typical bullet diameter0.308 in
Common cartridges30-06, .308 Winchester (7.62mm NATO), .300 Winchester Magnum
Notes/SINGLE ROUNDS NOTE: ak-47
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D

type: Caliber.30
Metric equivalent7.62 mm
Typical bullet diameter0.311 in
Common cartridges.303 British, 7.62x39, 7.62x54R
Mega-Damage:
Notes/SINGLE ROUNDS5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D

type:
Caliber.32, .327
Metric equivalent7.65 mm
Typical bullet diameter0.309 - 0.312 in
Common cartridges.32 ACP, .32 S&W, .327 Federal Magnum ,AK - 47
Notes/SINGLE ROUNDS
.32 caliber handgun cartridges

Mega-Damage:
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D

type:
Caliber.338
Metric equivalent8.58 mm
Typical bullet diameter0.338 in
Common cartridges.338 Lapua, .338 Winchester Magnum, .338 Federal
Notes/SINGLE ROUNDS
.338 Rifle cartridge
Mega-Damage: 5D6X10 S.D.C OR 3 M.D
5D8X10 OR 4 M.D OR 1D4 M.D


type:
Caliber.38, .380, .357, .35
Metric equivalent9 mm
Typical bullet diameter0.355-0.357 in
Common cartridges.38 Special, .380 ACP, .357 Magnum, .357 SIG, .35 Remington, 9×19mm Parabellum, 9x18mm Makarov, .357 in certain new Crosman Pre-charged pneumatic (PCP) airguns
Notes/SINGLE ROUNDS
Generally .357 for revolvers and rifles, .355 in autoloaders
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D

type: Caliber.38
Metric equivalent10 mm
Typical bullet diameter0.400 in
Common cartridges.38-40
Notes/SINGLE ROUNDS
Old black powder cartridge
Mega-Damage: N/A YET


type: Caliber.40
Metric equivalent10 mm
Typical bullet diameter0.400 in
Common cartridges.40 S&W, 10 mm Auto
Notes/SINGLE ROUNDS
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

type: Caliber.404
Metric equivalent10.25 mm
Typical bullet diameter0.423 in
Common cartridges.404 Jeffery
Notes/SINGLE ROUNDS
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

type:
Caliber.405
Metric equivalent10.75 mm
Typical bullet diameter0.411 in
Common cartridges.405 Winchester
Mega-Damage: Notes/SINGLE ROUNDS
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D
5D6X10 S.D.C OR 3M.D


type: Caliber.405
Metric equivalent10.75 mm
Typical bullet diameter0.411 in
Common cartridges.405 Winchester
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

type:
Caliber.408
Metric equivalent10.4 mm
Typical bullet diameter0.408 in
Common cartridges.408 Chey Tac
CheyTac Intervention
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D


type: Caliber.41
Metric equivalent10.25 mm
Typical bullet diameter0.410 in
Common cartridges.41 Magnum .41 Action Express
Mega-Damage: Notes/SINGLE ROUNDS5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D


type: Caliber.416
Metric equivalent10.6 mm
Typical bullet diameter0.416 in
Common cartridges.416 Barrett, .416 Remington Magnum, .416 Rigby, .416 Weatherby Magnum
Notes/SINGLE ROUNDS
Long-range sniper rounds If your target is under 500 Yards away and needs less than 1000 Ft. Lbs for an effective kill.
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D


type: Caliber.43
Metric equivalent11 mm
Typical bullet diameter0.43 in Sl
Common cartridges.43 SL large
Mega-Damage:
Notes/SINGLE ROUNDS 5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M. D

type:
Caliber.44
Metric equivalent10.8 mm
Typical bullet diameter0.427 - 0.430 in
Common cartridges.44-40 Winchester, .44 Special, .44 Magnum
Mega-Damage: Notes/SINGLE ROUNDS.44-40 is 0.427" to 0.428", .44 Special and Magnum are both 0.429" to 0.430"
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D

type:
Caliber.45
Metric equivalent 11.45 mm
Typical bullet diameter0.451-0.452 in
Common cartridges.45 Colt post-WWII, .454 Casull, .45 ACP, 45GAP
Mega-Damage: Notes/SINGLE ROUNDS
Handgun .45 calibers, .451 jacketed bullets and .452 cast lead bullets
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech


type:
Caliber.45
Metric equivalent 11.6 mm
Typical bullet diameter0.458 in
Common cartridges 45-70 Government
Mega-Damage: Notes/SINGLE ROUNDS Most rifle .45 calibers
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D phase world tech


type:
Caliber.454
Metric equivalent 11.53 mm
Typical bullet diameter0.454 in
Common cartridges.45 Colt pre-WWII
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 OR 4 M.D OR 1D4 M.D phase world tech

type: Caliber.458, .46
Metric equivalent11.6 mm
Typical bullet diameter0.458 in
Common cartridges.460 Weatherby, .458 Winchester Magnum
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D M.D
5D8X10 OR 4 M.D OR 1D4 M.D
5D10 X10 OR 5 M.D phase world tech

type: Caliber475, .480
Metric equivalent12 mm
Typical bullet diameter0.475 in
Common cartridges.480 Ruger, .475 Linebaugh
Mega-Damage:
Notes/SINGLE ROUNDS5D6X10 S.D.C OR 3M.D M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 1D6 M.D phase world tech

type:
Caliber.50
Metric equivalent12.7 mm
Typical bullet diameter0.50 in
Common cartridges.50 AE, .500 S&W, .50 Beowulf, .50 GI
Notes/SINGLE ROUNDS
Desert Eagle, S&W X-Frame, Alexander Arms .50 Beowulf, Guncrafter Industries 1911 .50, .50 caliber Paintball markers
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 1D6 M.D phase world tech

type: Caliber.50
Metric equivalent12.95 m
Typical bullet diameter0.510 in
Common cartridges.50 BMG, 12.7 x 108 mm
Notes/SINGLE ROUNDSM2 Browning machine gun and other heavy machine guns, long range rifles typified by Barrett Firearms Manufacturing products
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D phase world tech

type: Caliber.57
Metric equivalent14.5 mm
Typical bullet diameter0.586 in, 14.88 mm
Common cartridges14.5 x 114 mm, 14.5 mm JDJ
The 14.5 JDJ cartridge uses a .50 BMG case with opened neck, so only rifles chambered for the .50 BMG can be converted to this caliber
Mega-Damage: Notes/SINGLE ROUNDS
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D
2D4X100 S.D.C OR 2D4M.D M.D

type: Caliber.68
Metric equivalent17.272mm
Typical bullet diameter0.675-0.695 in
Common cartridges.68 Caliber Paintball markers
Mega-Damage: N/A
Note: Notes/SINGLE ROUNDS
Typically .68 Caliber, not measured metrically and not generally tracked for variations; i.e. projectile size may vary (Not actually a firearm)

type: Common cartridges 20 x 102 mm, 20x138mmB
Caliber.79
Metric equivalent20 mm
Typical bullet diameter0.787 in
Notes/SINGLE ROUNDS
Anti-material rifle and auto cannon caliber, from this these heavy calibers
Mega-Damage: 5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D phase world tech
1D6X100 S.D.C OR 6 M.D 1D6 M.D phase world tech
2D4X100 S.D.C OR 8 M.D or 2D4M.D phase world tech
2D6X100 S.D.C OR M.D or 12MD 2D6 M. D phase world tech
4d4x100 S.D.C M.D or 16 M.D phase world tech
5D4 X100 S.D.C OR 5d4M.D phase world tech

type:
Caliber.95
Metric equivalent 24.13 mm
Typical bullet diameter0.950 in
Common cartridges.950 JDJ
Mega-Damage: Notes/SINGLE ROUNDS
.950 JDJ is the only known cartridge beyond .79 caliber to be used in a rifle
5D6X10 S.D.C OR 3M.D
5D8X10 S.D.C OR 4 M.D OR 1D4 M.D
5D10 X10 S.D.C OR 5 M.D
1D6X100 S.D.C OR 1D6 M.D phase world tech
2D4X100 S.D.C OR 2D4M.D phase world tech
2D6X100 S.D.C OR 2D6 phase world tech
4D4X100 S.D.C OR 4D4 M.D phase world tech
5D4 X100 S.D.C OR 5d4M.D phase world tech

Note: from a 4.0 MM Caliber To a24.13 mm

Type of M.D.C Materials
Bullets for M.D.C black powder, or muzzle loading firearms, were classically molded from pure M.D.C lead. This worked well for low speed bullets, fired at velocities of less than 450 m/s (1475 ft/s). For slightly higher speed bullets fired in modern firearms, a harder M.D.C alloy of M.D.C lead and tin or M.D.C typesetter's lead (used to mold Linotype) works very well. For even higher speed bullet use, jacketed coated lead bullets are used. The common element in all of these, M.D.C lead, is widely used because it is very dense, thereby providing a high amount of mass—and thus, kinetic energy—for a given volume. Lead is also cheap, easy to obtain, easy to work, and melts at a low temperature, which results in comparatively easy fabrication of bullets.

1. M.D.C lead: Simple cast, extruded, swaged, or otherwise fabricated lead slugs are the simplest form of bullets. At speeds of greater than 300 m/s (1000 ft/s) (common in most handguns), lead is deposited in rifled bores at an ever-increasing rate. Alloying the lead with a small percentage of tin and/or antimony serves to reduce this effect, but grows less effective as velocities are increased. A cup made of harder metal, such as copper, placed at the base of the bullet and called a gas check, is often used to decrease lead deposits by protecting the rear of the bullet against melting when fired at higher pressures, but this too does not solve the problem at higher velocities. Simple cast add+2 M.D.C, extruded + 5 M.D.C, swaged +10
2. M.D.C Jacketed lead: Bullets intended for even higher-velocity applications generally have a lead core that is jacketed or plated with gilding metal, cupronickel, copper alloys, or steel; a thin layer of harder metal protects the softer lead core when the bullet is passing through the barrel and during flight, which allows delivering the bullet intact to the target. There, the heavy lead core delivers its kinetic energy to the target. Full metal jacket or ball bullets (cartridges with ball bullets are called ball ammunition) are completely encased in the harder metal jacket, except for the base. Some bullet jackets do not extend to the front of the bullet, to aid expansion and increase lethality; these are called soft point or hollow point bullets. Steel bullets are often plated with copper or other metals for corrosion resistance during long periods of storage. Synthetic jacket materials such as nylon and Teflon have been used, with limited success. Type lead core add+6 M.D.C. or plated add +6 M.D.C, or steel add + 10 M.D.C reduce range by 10% , hollow point bullets. Can add range by 20% add +1to 10 M.D.C damage
3. Blanks: Wax, paper, plastic, and other materials are used to simulate live gunfire and are intended only to hold the powder in a blank cartridge and to produce noise. The "bullet" may be captured in a purpose-designed device or it may be allowed to expend what little energy it has in the air. Some blank cartridges are crimped or closed at the end and do not contain any bullet.
4. M.D.C Practice: Made from lightweight materials like rubber, Wax, wood, plastic, or lightweight metal, practice bullets are intended for short-range target work, only. Because of their weight and low velocity, they have limited range. Wood equal dame to vampires or related to this monsters reduce range by 20%
5. M.D.C Less lethal, or Less than Lethal: Rubber bullets, plastic bullets, and beanbags are designed to be non-lethal, for example for use in riot control. They are generally low velocity and are fired from shotguns, grenade launchers, paint ball guns, or specially-designed firearms and air gun devices. knock down use knock down table
6. M.D.C Incendiary: These bullets are made with an explosive or flammable mixture in the tip that is designed to ignite on contact with a target. The intent is to ignite fuel or munitions in the target area, thereby adding to the destructive power of the bullet itself. Look below
7. M.D.C Exploding: Similar to the incendiary bullet, this type of projectile is designed to explode upon hitting a hard surface, preferably the bone of the intended target. Not to be mistaken for cannon shells or grenades with fuse devices, these bullets have only a cavity filled with a small amount of low explosive depending on the velocity and deformation upon impact to detonate. Add 50% damage
8. M.D.C Tracer: These have a hollow back, filled with a flare material. Usually this is a mixture of magnesium metal, a perchlorate, and strontium salts to yield a bright red color, although other materials providing other colors have also sometimes been used. Tracer material burns out after a certain amount of time. Such ammunition is useful to the shooter as a means of learning how to point shoot moving targets with rifles. This type of round is also used by all branches of the United States military in combat environments as a signaling device to friendly forces. Normally it is loaded at a four to one ratio with ball ammunition and is intended to show where you are firing so friendly forces can engage the target as well. The flight characteristics of tracer rounds differ from normal bullets due to their lighter weight. add + 3 to strike in any mode of fire
9. M.D.C Armor piercing: Jacketed designs where the core material is a very hard, high-density metal such as tungsten, tungsten carbide, depleted uranium, or steel. A pointed tip is often used, but a flat tip on the penetrator portion is generally more effective. Add 25% to damage to also to M.D.C or M.D.C hit point and knock table to any organic by 50%
10. M.D.C Blended-metal: Bullets made using cores from powdered metals other than lead with binder or sometimes sintered. Low level poison
11. M.D.C Frangible: Designed to disintegrate into tiny particles upon impact to minimize their penetration for reasons of range safety, to limit environmental impact, or to limit the shoot-through danger behind the intended target. An example is the Glaser Safety Slug. M.D.C shot gun
12. M.D.C Solid or Monolithic Solid: mono-metal bullets intended for deep penetration in big game animals and slender shaped very-low-drag projectiles for long range shooting are produced out of metals like oxygen free copper and alloys like copper nickel, tellurium copper and brass like highly machinable UNS C36000 Free-Cutting Brass. Often these projectiles are turned on precision CNC lathes. knock table 50% ,add 60%
13. M.D.C L.E.A.P light explosive amour piercing rounds bonus due light weight add 50% critical hit on a natraul 19 or better ,always use knock down table too last add 50% range
14. M.D.C H.E.A.P heavy explosive amour piercing rounds bonus , critical hit on a natural 18, always use knock down table too
15. M.D.C H.E.A.T heavy explosive anti-tank rounds/incendiary rounds (S.A.B.O.T) /heavy Plasma round bonus as above but critical 16 knock down table x3 !!!

Incendiary rounds add burning for 1d4 melees per hit plus damage for each melee half damage of type of round!!! So 1d4x10 does 5d4 for 1d4 melees so that5d4x 1 to 4 melee per hit !!!!
16. M.D.C Heavy Plasma same as above but 1d6 per melee round

Both IF signature or other similar equipment is visible by x5 grater or add +2 to strike to hit the target and in night as well . if small target 10% making additional fires under 6 feet , over 6 feet like vehicle of any type add 50% starts small MDC fire!!!!!! GM be careful with this it bite Me in the rear end as GM you can use hero unlimited major power fire it works better
17. M.D.C A.S.A.S.P bonus as above but critical 15



The following are in single round Damage:for heavy weapons
.30 caliber machine gun :1d4 MD
.50 caliber: 1d6 MD
20 MM TO 29 MM :1D8 MD
30 MM TO 39 MM :1D10 MD
40 MM TO 49 MM:1D12 MD
50 MM TO 59 MM : 4D4 M.D
60 MM TO 69 MM : 3D6 M.D
70 MM TO 79 MM : 5D4 M.D
80 MM TO 89 MM : 4D6 M.D
90 MM TO 99 MM : 5D6 M.D
100 TO 109 MM :6D6 M.D
110 MM TO 119 MM 1D4X1O M.D
120 MM TO 129 MM 1D6X10 M.D
130 MM TO 139 MM 2D4X10 M.D
140 MM TO 149 MM 1D10X10 M.D
150 MM TO 159 MM 2D6X10 M.D
160 MM TO 169MM 4D4X10 M.D
170 MM TO 179 MM 3D6X10 M.D
180 MM TO 189 MM 5D4X10 M.D
190 MM TO 199 MM 4D6X10 M.D
200 MM TO 210 MM 5D6X10 M.D

The following chart is for burst
30 caliber machine gun :1d4 MD single round Damage
Two round burst 2d4
Three round burst 3d4
four round burst 4d4
Five round 5d4
six round burst 4d6
Eight round burst 5d6
ten round burst 1d4x10
Twenty round burst 2d4x10
fourth round burst 3d4x10
Eighty round burst 4d6x10

.50 caliber: 1d6 MD single round Damage
Two round burst 2d6
Three round burst 3d6
four round burst 4d6
Five round 5d6
six round burst 6d6
Eight round burst 8d6
ten. round burst 1d6x10
Twenty round burst 2d6x10
fourth round burst 4d6x10

20 MM TO 29 MM :1D8 MD single round Damage
Two round burst 2d8 or 3d6
Three round burst 3d8 or 4d6
four round burst 4d8
Five round 5d8
six round burst1d4x10+8
Eight round burst 8d8
ten. round burst 2d4x10 or 1d8x10
Twenty round burst 2d8x10
fourth round burst 4d8x10

30 MM TO 39 MM :1D10 MD single round Damage
Two round burst 5d4
Three round burst 5d6
Four round burst 1d4x10
Five round 5d10
Six round burst 1d6x10
Eight round burst 2d4x10
Ten. round burst 1d10x10
Twenty round burst 5d4x10
Fourth round burst 5d8x10
Fifth round burst 5d10x10
Sixth round burst 1d6x100

40 MM TO 49 MM:1D12 MD single round Damage
Two round burst 4d6
Three round burst 6d6
four round burst 1d4x10+8
Five round 1d6x10
six round burst 1d6x10+12
Eight round burst 2d4x10
ten. round burst 2d6x10
Twenty round burst 4d6x10
fourth round burst 8d6x10

50 MM TO 59 MM : 4D4 M.D single round Damage
Two round burst 4d8
Three round burst 1d4x10+8
four round burst 1d6x10+4
Five round 2d4x10


60 MM TO 69 MM : 3D6 M.D single round Damage
Two round burst 6d6
Three round burst 5d10+4
four round burst 1d6x10+12
Five round 2d4x10+10
six round burst 1d10x10
Eight round burst 2d6x10+8
ten. round burst 3d6x10
Twenty round burst 6d6x10


70 MM TO 79 MM : 5D4 M.D single round Damage
Two round burst 1d4x10
Three round burst 1d6x10
four round burst 2d4x10 or 1d8x10
Five round 1d10x10
six round burst 2d6x10
Eight round burst 4d4x10
ten. round burst 5d4x10
Twenty round burst 5d8x10
Thirty round burst 1d6x100
fourth round burst 2d4x100

80 MM TO 89 MM : 4D6 M.D single round Damage
Two round burst 1d4x10+8
Three round burst 1d6x10+12
four round burst 2d4x10
Five round 2d6x10
six round burst is 144 so i put N/A ( ANY IDEAS ON THIS OR JUST LEVE IT)
Eight round burst 192 SO I DO 5D4X10
ten. round burst 4D6X10
Twenty round burst 8D6X10


90 MM TO 99 MM : 5D6 M.D single round Damage
Two round burst 1d6x10
Three round burst 2d4x10+10
four round burst 2d6x10
Five round 4d4x10
six round burst 3d6x10
Eight round burst 4d6x10
ten. round burst 5d6x10
Twenty round burst 1d6x100


100 TO 109 MM : 6D6 M.D single round Damage
Two round burst 1d6x10+12
Three round burst 1d8x10+8
four round burst 3d6x10
Five round 3d6x10
six round burst 5d4x10+16
Eight round burst 4d6x10+40
ten. round burst 6d6x10
Twenty round burst 12d6x10


110 MM TO 119 MM 1D4X1O M.D single round Damage
Two round burst2d4x10
Three round burst 3d4x10
four round burst 4d4x10
Five round 5d8x10
six round burst 4d6x10
Eight round burst 4d8x10
ten. round burst 5d8x10
Twenty round burst 2d4x100


120 MM TO 129 MM 1D6X10 M.D single round Damage
Two round burst 2d6x10
Three round burst 3d6x10
four round burst 4d6x10
Five round 5d6x10
six round burst 6d6x10
Eight round burst 8d6x10
ten. round burst10d6x10 or 1d6x100
Twenty round burst 2d6x100
fourth round burst 4d6x100

130 MM TO 139 MM 2D4X10 M.D single round Damage
Two round burst 4d4x10
Three round burst 4d6x10
four round burst 4d8x10
Five round 5d8x10
six round burst 4d8x10
Eight round burst 8d8x10
ten. round burst 2d4x100
Twenty round burst 4d4x100


140 MM TO 149 MM 1D10X10 M.D single round Damage
Two round burst 5d4x10
Three round burst 5d6x10
four round burst 5d8x10
Five round 5d10x10
six round burst 1d6x100
Eight round burst 2d4x100
ten. round burst1d10x1000

150 MM TO 159 MM 2D6X10 M.D single round Damage
Two round burst 4d6tx10
Three round burst 6d6x10
four round burst 8d6x10
Five round 1d6x100

160 MM TO 169MM 4D4X10 M.D single round Damage
Two round burst 4d8x10
Three round burst 6d8x10
four round burst 8d8x109

170 MM TO 179 MM 3D6X10 M.D single round Damage
Two round burst 6d6x10
Three round burst 12d6x10


180 MM TO 189 MM 5D4X10 M.D single round Damage
Two round burst 5d8x10
Three round burst 1d6x100 or 10d6x10


190 MM TO 199 MM 4D6X10 M.D single round Damage
Two round burst 6d8x10

200 MM TO 210 MM 5D6X10 M.D single round Damage
Two round burst 1d6x100 or 10d6x10

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 7:19 pm
by ZINO
i know over kill here

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 10:19 pm
by Kagashi
ZINO wrote:
Kagashi said :THIS doesn't say that at all:


Look at rifts merc book 1d4x10 I think or 6d6
Then we see in south America book 1d6x10 for a 120 MM tank rifle
So I came with this chart
Now plz post what you think ? and post it plz

ok then time to clear the air so sorry here

This tank is from North America made by G.A.W
Rifts book - Merc Ops page 128
Weapon System number 1. :
120 mm Auto-Cannon
The Abrams main gun fires explosive shells at visible targets
Mega-Damage:
6d6 M.D. per High- Explosive (HE) round to a foot (3 m) radius
1D4X10 M.D per Armor Piercing
round to a 3 (0.9 m) radius,

Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Rifts - World Book South America book 2 On page 180
The Puma tank is a highly mobile and well-armed combat tank. based on pre-Rifts technologies, this tank is made in south America belter tech and technologies better damage too
Weapon System number 1. :
Main Gun:
This is 120mm cannon firing high-explosive or armor-piercing, discarding-sabot (APDS) solid shot.
The gun can be fired as often as twice per melee (the auto loading magazine takes 6 seconds to cycle a new round in).
Mega-Damage:
High-Explosive Rounds: 1D6x l0 M.D. to a 30 foot (9. 1m) blast radius.
APDS Rounds: 2D4x l0 M.D. (no blast radius).

I was been vague
so sorry about that :oops:
plz reply to this comment Kagashi


No worries. This makes more sense as to what you are trying to talk about. My honest opinion is your charts are very complex with very little pay out. It takes a lot of brain bytes to figure out what type of ammo does what damage. Id keep it very simple and just use the listed damages.

Some cannons have different choices listed, which is cool, cause it gives you like diversity between damage and blast radius, but the books usually list it at about 4 max.

If you wanted to make a rule, you could say an expert arms gunsmith (cannonsmith?) could make exceptional ammunition (prolly for extra cost) and it would provide and extra dice roll of damage (or like +15 MD). Likewise, knock offs could do a dice roll less or a penalty of -10 MD or something, but would be cheaper as they were made with inferior materials. No need for complex charts that go on and on and on.

Re: house rules to M.D conventional rounds for rifts earth

Posted: Tue Feb 04, 2014 10:56 pm
by ZINO
Kagashi wrote:
ZINO wrote:
Kagashi said :THIS doesn't say that at all:


Look at rifts merc book 1d4x10 I think or 6d6
Then we see in south America book 1d6x10 for a 120 MM tank rifle
So I came with this chart
Now plz post what you think ? and post it plz

ok then time to clear the air so sorry here

This tank is from North America made by G.A.W
Rifts book - Merc Ops page 128
Weapon System number 1. :
120 mm Auto-Cannon
The Abrams main gun fires explosive shells at visible targets
Mega-Damage:
6d6 M.D. per High- Explosive (HE) round to a foot (3 m) radius
1D4X10 M.D per Armor Piercing
round to a 3 (0.9 m) radius,

Both rounds are designed to take down other tanks, armored vehicles, giant robots and fortifications.

Rifts - World Book South America book 2 On page 180
The Puma tank is a highly mobile and well-armed combat tank. based on pre-Rifts technologies, this tank is made in south America belter tech and technologies better damage too
Weapon System number 1. :
Main Gun:
This is 120mm cannon firing high-explosive or armor-piercing, discarding-sabot (APDS) solid shot.
The gun can be fired as often as twice per melee (the auto loading magazine takes 6 seconds to cycle a new round in).
Mega-Damage:
High-Explosive Rounds: 1D6x l0 M.D. to a 30 foot (9. 1m) blast radius.
APDS Rounds: 2D4x l0 M.D. (no blast radius).

I was been vague
so sorry about that :oops:
plz reply to this comment Kagashi


No worries. This makes more sense as to what you are trying to talk about. My honest opinion is your charts are very complex with very little pay out. It takes a lot of brain bytes to figure out what type of ammo does what damage. Id keep it very simple and just use the listed damages.

Some cannons have different choices listed, which is cool, cause it gives you like diversity between damage and blast radius, but the books usually list it at about 4 max.

If you wanted to make a rule, you could say an expert arms gunsmith (cannonsmith?) could make exceptional ammunition (prolly for extra cost) and it would provide and extra dice roll of damage (or like +15 MD). Likewise, knock offs could do a dice roll less or a penalty of -10 MD or something, but would be cheaper as they were made with inferior materials. No need for complex charts that go on and on and on.

:wink:
:ok:
and this me getting :thwak: