Revised Weapons and Conventional Vehicle Rules

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panzerfaust
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Revised Weapons and Conventional Vehicle Rules

Unread post by panzerfaust »

Revised Semiautomatic/Automatic Weapon Rules:

Semi-Automatic Weapons: By Spending 2 actions on an attack, a Semi-Automatic Weapon can fire a 3 shot short burst, by rapidly pulling the trigger for x2 damage.

Submachine-Guns and Automatic Rifles: can fire a short bursts of 3 rounds that does x2 damage, or a long burst of 6 rounds for x3 damage (uses two actions; also note: some rifles and sub-machine guns can only fire 3 round short bursts)

Machine Guns: due to higher rate of fire and larger payload can fire a short burst of 5 rounds doing x3 damage or a burst of 10 rounds doing x4 damage (uses 2 actions).

Personal Weapons
Armor Piercing M.D. Explosive Rounds for Conventional Weapons:

• Pistol and Sub-Machinegun Rounds: These do 1d6 M.D. (for the smaller calibers) OR 2d4 M.D. (for the bigger rounds like) and cost 1000% MORE than standard rounds.
• Rifle Rounds: These do 1d6 M.D. for the smaller rounds (like 5.56x45mm NATO or 5.45x39mm Soviet) OR 2d4 M.D. for the larger rounds (like 7.62x51mm NATO, 7.62x54mmR Russian or 7.62x39mm Soviet) and 2D6 M.D. for the biggest most powerful rounds (like 8x57mm Mauser and up) and cost 1000% MORE than Standard rounds.
• Heavy Machine Gun Rounds: Like .50 BMG, 12.7mm Soviet, and 14.5 mm Soviet: These do 2D8 M.D. per a Round and cost 1000% MORE than Standard rounds.
• M.D. Shotgun Shells:
o M.D. Explosive Buckshot Pellets do 2D4 M.D.
o M.D. Explosive Slugs do 2d6 M.D.
o Explosive Fragmentary Shells do 2D6 M.D. to a 10 foot (3 meter) blast radius
o Explosive Plasma Shell does 2D8 M.D. to a 6 foot (2 meter) blast radius
o APRAS (Armor Piercing Rocket Assisted Slug) do 2D8 M.D. and triples maximum effective range when used.

Heavy Weapons:
Missile Launchers/Bazookas/LAWs/Recoilless Rifles, Artillery Cannons, Tank Guns, and Mortars: Divide the Blast Radius by 1/3. Damage is as follows - divide the S.D.C. damage the weapon inflicts by 1/10 (I.E. a TOW Missile Launcher firing TOW II HEAT missiles now inflicts 3D4x10 M.D. Range is unchanged.

Air to Air and Air to Ground Missiles:
Range: Varies with Model
Damage and Blast Radius:
--Typical Light Air to Air or Air to Ground Missile: 1D6x10 M.D. to a 30 foot (10 m) Blast Area (Halve Blast Area for Anti-Armor Missiles).
---Typical Medium Air to Air or Air to Ground Missile: 2D4x10 M.D. to a 30 foot (10 m) Blast Area (Halve Blast Area for Anti-Armor Missiles).
---Typical Heavy Air to Air or Air to Ground Missile: 2D6x10 M.D. to a 45 foot (15 m) Blast Area (Halve Blast Area for Anti-Armor Missiles).
---Typical Ultra-Heavy Air to Air or Air to Ground Missile: 4D4x10 M.D. to a 45 foot (15 m) Blast Area (Halve Blast Area for Anti-Armor Missiles).

Tank Cannons:
---73mm to 85mm: HE 1D4x10 M.D or HEAT 1D6x10 M.D. or AP 2D4x10 M.D. Range: 6,000 feet (1,800 m)
---90mm to 100mm: HE 1D4x10 M.D or HEAT 1D6x10 M.D. or AP 2D4x10 M.D. Range: 8,000 feet (2,400 m)
---105mm to 115mm: HE 1D6x10 M.D or HEAT 2D4x10 M.D. or AP 2D6x10 M.D. 8,000 feet (2,400 m)
---120mm to 125mm: HE 2D4x10 M.D or HEAT 3D4x10 M.D. or AP 4D4x10 M.D. 12,000 feet (3,600 m)


Auto-Cannons, with upgraded ammo can do significant damage:
Range 4,000 feet to 6,000 feet (1,200 to 1,800 meters) for all:
---20mm/23mm: 1D6 M.D. per a single round, 5D6 M.D. for a 5 round short burst, 1D6x10 M.D. for a 10 round long burst.
---25mm/27mm: 2D4 M.D. per a single round, 1D4x10 M.D. for a 5 round short burst, 2D4x10 M.D. for a 10 round long burst.
---30mm/35mm: 2D6 M.D. per a single round, 1D6x10 M.D. for a 5 round short burst, 2D6x10 M.D. for a 10 round long burst.
---37mm/40mm/57mm: 4d4 M.D. per a single round, 2D4x10 M.D. for a 5 round short burst, 4D4x10 M.D. for a 10 round long burst.

.50 inch, 12.7mm and 14.5mm Caliber Heavy Machineguns: Mega-Damage: .50 inch & 12.7mm: - 1D4 M.D. per a 5 round short burst, 2D4 M.D. per a 10 round long burst, and 4D4 M.D. per a 20 round full melee burst. 14.5mm - 1D6 M.D. per a 5 round short burst, 2D6 M.D. per a 10 round long burst, and 4D6 M.D. per a 20 round full melee burst. Effective Range is 3,000 to 4,000 feet (1,000 to 1,200 meters).

Grenades for Grenade Launchers: These do 3D6 M.D. (Light Explosive) and 5D6 M.D. (Heavy Explosive) with a 6 and 12 foot (2 to 4 meter) blast radius for each respectively.

Automatic Grenade Launchers: Burst Damages and sizes are as follows - A Burst does x4 single round damage (uses up TWO melee attacks). Burst size as follows: 6 rounds, Blast Radius is as Follows: Multiply blast radius at the following rate for a burst – x5 for a Burst (note the damages for the grenade types listed above). Effective Range: 3000 feet (1000m).


Note: I believe M.D.C. warmachines have existed since the second world war (They are Called Armored Vehicles) these rules convert the exiting palladium S.D.C. statistics to M.D.C. ones, as well the can be used for characters with the right skills to convert S.D.C. civilian non-military vehicles to M.D.C. ones to convert, divide by these amounts: 1/10 to 1/2 the original S.D.C. is now in M.D.C. points (Turrets, for vehicles that have them, can be fitted with up to half the M.D.C. of the Main Body. Wheels, for wheeled vehicles have 2 M.D.C. for motorcycles, 5 M.D.C. for cars and small trucks, 20 M.D.C. for large trucks, and 30 to 40 M.D.C. for wheeled military vehicles. Treads for tracked vehicles have between 50 to 100 M.D.C.); For Aircraft: Wheels for aircraft have 2 to 5 M.D.C., propellers have 20 to 30 M.D.C. Wings have up to 3/5 the Main Body M.D.C. and Tail planes have up to ½ the M.D.C. of the Main body. They can also be powered though electrical, nuclear, or Techno-Wizard means, rather than liquid hydrocarbon fuel, though this may be a waste depending on how flimsy the vehicle is after it's M.D.C. conversion. The original weapons may remain (loaded with M.D.C. ammo), or replaced with modern M.D. weapons such as auto-cannons, rail guns, mini-missile and missile launchers, and energy weapons. Also see the Vehicle Armorer skill in Rifts Ultimate Edition for more information.....

For Quickie Conversion to game stats form from any of the Jane’s Books or Online Sources the main body M.D.C. is as Follows Old Tech Vehicles (NOTE: This is for Military Ground Vehicles NOT upgraded with Modern (Rifts) Technology. The Aircraft below are refitted with lightweight modern armor):
Military Ground Vehicles: 150 M.D.C. (For the light APCs and Lighter Combat Vehicles) up to 350 M.D.C. (For Main Battle Tanks)
Aircraft: 75 M.D.C. (For Light Airplanes and Helicopters) to 175 M.D.C. (For Fighter Jets and Combat Helicopters)
NOW can I fire my Nuclear-Gattling-300mm-Boom Gun ?! ; Anonymous Munchkin
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