nukes in tne Rifts
Posted: Sat Mar 19, 2005 7:00 pm
do you think the nuke rules should be used?
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killerfish wrote:do you think the nuke rules should be used?
Defender_X wrote:Page 48 in SB4: Coalition Navy talks about nukes and the effects of one of the big ones going off.
That makes Two...er, ALL of us.Larsen wrote:More info please. I don't have any fraggin idea what you're talking about.
killerfish wrote:do you think the nuke rules should be used?
Defender_X wrote:Let's see, for the Tomahawk 3d4x100 damage at ground zero and 1d4x100 to anything up to 3 miles away. And using the optional damage rules, which everyone should consider standard coud add another 3d6x10+3d6 or 2d4x10+3d6 depending on distance. The other is 2d4x100 and 5d6x10 respectively. The optional damage rules are the same. Nothing has been published on ICBMs that I know of, so it's safe to assume that the target in question for one of those is gone.
killerfish wrote:do you think the nuke rules should be used?
shortstop4313 wrote:Killer Cyborg wrote:then...
NO.
Those rules suck. Nukes should be MUCH, MUCH more powerful.
I've worked the damage out before, and it comes out like this:
A single stick of dynamite does something like 1d4x10 SDC.
Say each stick weighs 2 pounds.
1 metric ton of dynamite should therefore do 1d4x10x1100 SDC, which comes out to 1d4x11,000 SDC, which comes out to 1d4x110 MD.
A Kiloton is equal to 1,000 tons, which means that a 1 KT blast would do something like 1d4x110,000 MD.
I forget how many kilotons the missiles in the CS Navy book are supposed to have, but it's more than one.
So I consider the damage to be a bit under-powered.
But there's always the rule of diminishing returns...
Rifts Nukes are pantywaist FOR A REASON.Defender_X wrote:If I wanted to nuke Atlantis, I would use weapons that are in the megaton range. Hit it till it's glass, only way to be sure.
cornholioprime wrote:Rifts Nukes are pantywaist FOR A REASON.Defender_X wrote:If I wanted to nuke Atlantis, I would use weapons that are in the megaton range. Hit it till it's glass, only way to be sure.
If they were as powerful as Killer's Math (correctly) indicates, then EVERY Nation or City-State on Rifts Earth would need only a few....and you can sure as hell bet that Atlantis, and EVERY other Megaversal Power would EACH have a whole freakin' Stockpile.
It's called GAME BALANCE.
Besides, don't be too sure that a Nuclear Assault would work on Atlantis anyhow. Worse than that, if your Coalition's High Command were fool enough to even TRY, what do you think the COUNTERRATTACK would be????
A giant Crater that glows in the dark like the one in Rifts Moscow...only the one I'm speaking of would be, oh, Chi-Town sized........
shortstop4313 wrote:Killer Cyborg wrote:But there's always the rule of diminishing returns...
Is there really?
I mean, when it comes to explosives how much does it really come into play?
Certainly not to that extent!
Exactly, not to that extent... But for small tactical nukes like those used in a Tomahawk, I think those damages are somewhat reasonable... Probably needs a bit more dice.
shortstop4313 wrote:Killer Cyborg wrote:
But wimpy nukes aren't necessary to game balance, so there's no real point in not giving them the power they deserve.
I mean, 3d4x100 MD for a nuke in the kiloton range!?
A Glitterboy or full conversion Borg could take a direct hit and survive!
A good point. But would 3d4x1000 be too much? Or more along the lines of 5d6x100
Actualy most of thoes have been dismantled, let me find the yeild chart back,cornholioprime wrote:It gets better.
MOST of our current weapons IRL are up to 10-20 MEGATONS of Damage........
cornholioprime wrote:It gets better.
MOST of our current weapons IRL are up to 10-20 MEGATONS of Damage........
Killer Cyborg wrote:Defender_X wrote:Let's see, for the Tomahawk 3d4x100 damage at ground zero and 1d4x100 to anything up to 3 miles away. And using the optional damage rules, which everyone should consider standard coud add another 3d6x10+3d6 or 2d4x10+3d6 depending on distance. The other is 2d4x100 and 5d6x10 respectively. The optional damage rules are the same. Nothing has been published on ICBMs that I know of, so it's safe to assume that the target in question for one of those is gone.
Assuming that is what he's asking about when he says:killerfish wrote:do you think the nuke rules should be used?
then...
NO.
Those rules suck. Nukes should be MUCH, MUCH more powerful.
I've worked the damage out before, and it comes out like this:
A single stick of dynamite does something like 1d4x10 SDC.
Say each stick weighs 2 pounds.
1 metric ton of dynamite should therefore do 1d4x10x1100 SDC, which comes out to 1d4x11,000 SDC, which comes out to 1d4x110 MD.
A Kiloton is equal to 1,000 tons, which means that a 1 KT blast would do something like 1d4x110,000 MD.
I forget how many kilotons the missiles in the CS Navy book are supposed to have, but it's more than one.
So I consider the damage to be a bit under-powered.
Drakenred wrote:Actualy most of thoes have been dismantled, let me find the yeild chart back,cornholioprime wrote:It gets better.
MOST of our current weapons IRL are up to 10-20 MEGATONS of Damage........
Drakenred wrote:Drakenred wrote:Actualy most of thoes have been dismantled, let me find the yeild chart back,cornholioprime wrote:It gets better.
MOST of our current weapons IRL are up to 10-20 MEGATONS of Damage........
http://nuclearweaponarchive.org/Usa/Wea ... ngall.html
yes they should be usedkillerfish wrote:do you think the nuke rules should be used?
Athos wrote:Hmmm.... let's see
GM: You see some monsters.
Players: Nuke them.
GM: They're dead. You see a battalion of CS troops.
Players: Nuke them.
GM: They're dead. You see a brigade of Glitterboys led by 3 gods and an alien intelligence.
Players: Nuke them.
GM: They're dead
To me that is just not role playing. Maybe more realistic nukes would make some people happy, but they would ruin the game to me. There just can't be that kind of uber powerful weapon in an RPG and still have the RPG be fun.
killerfish wrote:do you think the nuke rules should be used?
Defender_X wrote:There are some rules for nukes in Coalition Navy SB. If I understand correctly, a good way of ruining someone's day in Atlantis.
Athos wrote:Hmmm.... let's see
GM: You see some monsters.
Players: Nuke them.
GM: They're dead. You see a battalion of CS troops.
Players: Nuke them.
GM: They're dead. You see a brigade of Glitterboys led by 3 gods and an alien intelligence.
Players: Nuke them.
GM: They're dead
To me that is just not role playing. Maybe more realistic nukes would make some people happy, but they would ruin the game to me. There just can't be that kind of uber powerful weapon in an RPG and still have the RPG be fun.
Dangit, I had the link to the caluator for this, but for some bloody reason the link now sends me to a conversion page for a card game sheshDrakenred wrote:I would say that a 200kt Nuke has a "ground zero" (within 10 mt)yeild of 2D4X10,000,000 with the efective damage droping by 90% every doubling of the blasst radius from their if you want to be technical about it
so Impact-10 m 2D4X 10millionMDC(Efectivly vaping anything their
10-20 2D4X1,000,000
20-40 2D4X100,000
40-80 2D4X10,000
80-160 2D4X1000
160-320 2D4X100
320-640 2D4X10
640-1280m 2D4
1280-2560 2D4X100 SDC(Only, True MDC structures will handle the blast, I know this may sound like a odd glitch but this was to "pad" the table a bit and my assumtion is that a true MDC structure is hardend to deal with things like huricains)
2560-5120 2D4X10 SDC
5k-10k 2D4 SDC
hmm this table seems to seriously reduce the efective blast radius of a typical nuke.
Killer Cyborg wrote:To me, roleplaying includes NOT GIVING YOUR CHARACTERS NUKES....
Especially not a whole lot of them.
You know every time I hear someone say that I get a mental picture of a GM and player having a conversation that goes somethig like thisAthos wrote:Killer Cyborg wrote:To me, roleplaying includes NOT GIVING YOUR CHARACTERS NUKES....
Especially not a whole lot of them.
If they exist in the game, characters will eventually find a way to get them, so you either have to power them down or not have them in the game.
Pl: We have a Billion Credits, and I want to buy a 200kt nuke
GM;(as The ultimat boss of the black and market arms dealer): sorry none avalible at that price,
Pll: I roll up a new charater According to the OCC description he cn start with any Vehicle so he starts with a fully armed OHIO class sub
GM: Damit! Foiled again!
wolfe wrote:A single stick of dynamite does something like 1d4x10 SDC.
seen tnt sticks in merc bok do a 5d6 sdc..
either way thats some seriously sick tnt -very low nitro content-
A Kiloton is equal to 1,000 tons, which means that a 1 KT blast would do something like 1d4x110,000 MD.
getting technical...
thats if the explosive energy was measured as you put it...
the precise measurement they have found is 1 x 10^12 gram calories per Kiloton TNT, the A Kiloton is equal to 1,000 tons of tnt wasn't very accurate, why people still use it is beyond me..
enough of that technical..
haven't really decided if the nukes are doing enough damage in the blast radius.. definitely not for a direct hit..mean, 3d4x100 MD for a nuke in the kiloton range!?
A Glitterboy or full conversion Borg could take a direct hit and survive
the suit would survive.. it only protects the pilot up to 752F meanwhile the center of the fireball is in the millions of degrees fahrenheit, and if the power armor,and robot vehicles can only protect the organic parts so much, than its fair to presume the borg body can only protect its organics soo much -never did see anything on that-
so your only collecting irradiated metal and charcoal.. not very wimpy..
but then the whole protects against 752F is never dealt with other than that lovely statement in the power armor features..
Yes. According to the rules, they'd survive.
I only use the temperature protection rules when the person is exposed to the extreme temps for prolonged periods of time.
Otherwise Plasma weapons and such would cause major problems.unless the coalition decided to start up with the megaton range don't really see the point of them.. the u.s. doesn't have many now any more as it is.
Alien Intelligences and other nasties.
Or for the Xiticix, if they ever get really out of hand.but the direct hit damage should be measured in the thousands no doubt there, but the radius range after that, X1000s is excessive for a kt rated weapon..
just how much damage do you think the high pressure blast wave and flying debris will do to M.D.C structures?
Athos wrote:Killer Cyborg wrote:To me, roleplaying includes NOT GIVING YOUR CHARACTERS NUKES....
Especially not a whole lot of them.
If they exist in the game, characters will eventually find a way to get them, so you either have to power them down or not have them in the game.
cornholioprime wrote:On the other hand, maybe it is that Nukes in Rifts are actually OVERPOWERED.
Consider this: In Hiroshima RL, there were STILL some skeletons of Buildings that survived at GROUND ZERO. This means that even with a Blast designed to cause the maximum damage to the widest area, and despite the millions-of-degrees in Temperature, SOME High S.D.C./Low M.D.C. Materials like Steel Girders used in the buildings' construction, remained -albeit NOT 100% intact.
Add to this the fact that JUST BECAUSE you have Nuclear Devices (again, IRL) with Yields thousands of times Greater than the ones used at Hiroshima and Nagasaki, that does NOT automatically mean that you get 1000 TIMES the Damage. Physics and Energy are funny that way..
Drakenred wrote:you want to hijack a nuke, fine,
their must be 50 ways to keep them out of a players hand...
Killer Cyborg wrote:I've worked the damage out before, and it comes out like this:
A single stick of dynamite does something like 1d4x10 SDC.
Say each stick weighs 2 pounds.
1 metric ton of dynamite should therefore do 1d4x10x1100 SDC, which comes out to 1d4x11,000 SDC, which comes out to 1d4x110 MD.
A Kiloton is equal to 1,000 tons, which means that a 1 KT blast would do something like 1d4x110,000 MD.
I forget how many kilotons the missiles in the CS Navy book are supposed to have, but it's more than one.
So I consider the damage to be a bit under-powered.
cornholioprime wrote:Consider this: In Hiroshima RL, there were STILL some skeletons of Buildings that survived at GROUND ZERO. This means that even with a Blast designed to cause the maximum damage to the widest area, and despite the millions-of-degrees in Temperature, SOME High S.D.C./Low M.D.C. Materials like Steel Girders used in the buildings' construction, remained -albeit NOT 100% intact.
Killer Cyborg wrote:wolfe wrote:A single stick of dynamite does something like 1d4x10 SDC.
seen tnt sticks in merc bok do a 5d6 sdc..
You're right. I was using the dynamite stats from HU2, but when in Rifts...
Holy CRAP!!!!Dead Boy wrote:Killer Cyborg wrote:I've worked the damage out before, and it comes out like this:
A single stick of dynamite does something like 1d4x10 SDC.
Say each stick weighs 2 pounds.
1 metric ton of dynamite should therefore do 1d4x10x1100 SDC, which comes out to 1d4x11,000 SDC, which comes out to 1d4x110 MD.
A Kiloton is equal to 1,000 tons, which means that a 1 KT blast would do something like 1d4x110,000 MD.
I forget how many kilotons the missiles in the CS Navy book are supposed to have, but it's more than one.
So I consider the damage to be a bit under-powered.
Actually your calculations are off by a factor of four. TNT is actually some pretty light stuff. As such, your typical stick only weights around half a pound, (according to my Dad, who's handled the stuff a great deal). In other words that end result of a One Kiloton blast could be about 4D4x110,000 MD or 3D6x100,000 MD at groud zero.
But then again, there are many shapes, sizes and weights for dyanmite and TNT, so it's hard to gague exactly how big Palladium's universal "stick" really is.cornholioprime wrote:Consider this: In Hiroshima RL, there were STILL some skeletons of Buildings that survived at GROUND ZERO. This means that even with a Blast designed to cause the maximum damage to the widest area, and despite the millions-of-degrees in Temperature, SOME High S.D.C./Low M.D.C. Materials like Steel Girders used in the buildings' construction, remained -albeit NOT 100% intact.
That's the interesting thing about air-burst nukes... they actually have more punch and destructive force a few hundred feet away form ground zero than directly benieth the explosion. See, the expolsion goes in all directions with equal force, but a vector of that blast bounces off the ground and merges with another vector of the blast. This convergence point is called the "Mock Stem", and from here, not ony does the conjoined blast wave travel on a flat plane over the earth, but it also DOUBLES in power! That's why an air-burst nuke is so much more destructive than a ground-burster.Killer Cyborg wrote:wolfe wrote:A single stick of dynamite does something like 1d4x10 SDC.
seen tnt sticks in merc bok do a 5d6 sdc..
You're right. I was using the dynamite stats from HU2, but when in Rifts...
Here's a better question. There are also Megadamage sticks of dynamite, and it too is called "dynamite". How do we know that the 5D6 SDC sticks aren't little two-ouncers and the 2D4 MD isn't a hefty 3.5 pound stick? If it's all "Dynamite", then isn't it probable that the damage scale is more so determined by volume? And if that's the case, then how do we gague exactly what the base-line is for how much dynamite does how much damag? Without exact numbers, it's impossible to tell for sure.
cornholioprime wrote:Holy CRAP!!!!Dead Boy wrote:Killer Cyborg wrote:I've worked the damage out before, and it comes out like this:
A single stick of dynamite does something like 1d4x10 SDC.
Say each stick weighs 2 pounds.
1 metric ton of dynamite should therefore do 1d4x10x1100 SDC, which comes out to 1d4x11,000 SDC, which comes out to 1d4x110 MD.
A Kiloton is equal to 1,000 tons, which means that a 1 KT blast would do something like 1d4x110,000 MD.
I forget how many kilotons the missiles in the CS Navy book are supposed to have, but it's more than one.
So I consider the damage to be a bit under-powered.
Actually your calculations are off by a factor of four. TNT is actually some pretty light stuff. As such, your typical stick only weights around half a pound, (according to my Dad, who's handled the stuff a great deal). In other words that end result of a One Kiloton blast could be about 4D4x110,000 MD or 3D6x100,000 MD at groud zero.
But then again, there are many shapes, sizes and weights for dyanmite and TNT, so it's hard to gague exactly how big Palladium's universal "stick" really is.cornholioprime wrote:Consider this: In Hiroshima RL, there were STILL some skeletons of Buildings that survived at GROUND ZERO. This means that even with a Blast designed to cause the maximum damage to the widest area, and despite the millions-of-degrees in Temperature, SOME High S.D.C./Low M.D.C. Materials like Steel Girders used in the buildings' construction, remained -albeit NOT 100% intact.
That's the interesting thing about air-burst nukes... they actually have more punch and destructive force a few hundred feet away form ground zero than directly benieth the explosion. See, the expolsion goes in all directions with equal force, but a vector of that blast bounces off the ground and merges with another vector of the blast. This convergence point is called the "Mock Stem", and from here, not ony does the conjoined blast wave travel on a flat plane over the earth, but it also DOUBLES in power! That's why an air-burst nuke is so much more destructive than a ground-burster.Killer Cyborg wrote:wolfe wrote:A single stick of dynamite does something like 1d4x10 SDC.
seen tnt sticks in merc bok do a 5d6 sdc..
You're right. I was using the dynamite stats from HU2, but when in Rifts...
Here's a better question. There are also Megadamage sticks of dynamite, and it too is called "dynamite". How do we know that the 5D6 SDC sticks aren't little two-ouncers and the 2D4 MD isn't a hefty 3.5 pound stick? If it's all "Dynamite", then isn't it probable that the damage scale is more so determined by volume? And if that's the case, then how do we gague exactly what the base-line is for how much dynamite does how much damag? Without exact numbers, it's impossible to tell for sure.
The Dead One REALLY does know his $h!+ when it comes to Nukes.
Hey [color=blue]Dead Boy!!!
Just so we can have a little fun with a Real World Rifts Equivalent, just HOW MUCH MDC do you think happened to Hiroshima at Ground Zero, RL???
Considering that the Damage was probably fairly Uniform over a limited Area, but SDC Girders STILL survived, do you even think that the Airburst's damage was even MegaDamage in the first place????[/color]
Athos wrote:Killer Cyborg wrote:To me, roleplaying includes NOT GIVING YOUR CHARACTERS NUKES....
Especially not a whole lot of them.
If they exist in the game, characters will eventually find a way to get them, so you either have to power them down or not have them in the game.
killerfish wrote:the question was a simple one. should nukes be used in the game? I have used them in a game that i ran before i went to iraq. But it was a stop the bad guys from setting them off not a massive assault on any one target.
but if i were to hit a target with ICBMs remember this, ICBMS have to go into space to hit there target and i dont think they can last against the defenses in space
there is no second place