recoil-dampening field

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kevarin
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recoil-dampening field

Unread post by kevarin »

just a question in south america 2 the megaversal legion have
that neat way of redirecting the recoil of a weapon to increase
the speed of a projectile have a member in my game wanting to adapt that to a boom gun
if allowed how much should it reduce the recoil if the field can turn a howitzer in to a
heavy rifle ? hes wanting to ditch the recoil suppression system for more ammo
and lighter weight for more mobility hes looking for a normal gb without the recoil problems
and as fast as a silverwolf or glitter girl
thinking its a little to much for a gb but sounded like a cool idea so thought i would see
what other people thought
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Re: recoil-dampening field

Unread post by Chad »

If he has the I-Beam tech, I'd let him. Sounds good to me.

Just keep in mind, the Megaversal Legion is going to come looking for their s*** sooner or later. :)
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Re: recoil-dampening field

Unread post by kevarin »

the group is shapeing up like this its a small strike group from the legion that had a transport
problem and ended up in north america havent decide when or where yet .

unit has for sure two of the new glitter boys and two counterstrike power armor
may have a third but he hasnt decide between the counterstrike or a ojahee cyborge
and one neo bradley with what supplies thay have left from there last mission
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Re: recoil-dampening field

Unread post by Chad »

In that case- sounds cool!

Should negate any recoil.

On another line of thought, wonder if Dakir weapons sent a piece of anti-matter down an inertial beam and that is why they were so powerful.
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Re: recoil-dampening field

Unread post by R Ditto »

I agree that such systems should negate recoil, even if the BG does generate as much recoil as a 120mm cannon firing a 16 pound DU APFSDS round at mach 5.

The ammo drum is apparently 'fixed' to the GB by the looks of assorted pics, and the fact the FQ reload teams don't carry ammo drums, they carry an auto-loader system. This suggests something more like a fixed magazine than something that could be removed.
This makes adding ammo a problem in needing to rework the entire ammo feed system.

As is, keep the recoil compensation system, it has other uses.
The pylons make it great if you need to anchor, such as acting as a walking road block, or simply able to act a an anchor in general (say, for a vehicle with a winch that got stuck in the middle of nowhere, GB just anchors, hook up the winch cable, vehicle pulls itself out).
The thrusters can be used for nifty things, like hovering for a short period of time, jet assisted leaps, and they don't overheat underwater, allowing the 1.2 ton GB to 'swim' at a slow speed in/under the water.

When I think of BG ammo, I think 100 shots is plenty.
It does more damage than a far superior 120mm cannon, and damage equal to a huge 200mm canon firing HEAT rounds. *cough*nerfed*cough*
It does damage equal to a big Heavy Nuke LRM, or a 155mm AP rounds fired from a 155mm Electromagnetic Howitzer.
A huge 8in (203mm) naval cannon is one of the few things I can think of that does more damage.
On the subject of tanks, if the GB is to be treated like a walking tank (even though it is not a tank), then it carries more rounds for the BG than many tanks would have shots for their main gun.

I have crunched numbers (due to a recent debate), and can figure out that for those who like to live on the edge (or characters that toss out the user manuals for their PA), it could be possible to have another 25 rounds of ammo (maybe a little more, no more than 30) in the ammo belt between the drum and gun, just feed ammo to the gun, and put more ammo in the drum, and hope you don't run into a situation where you need to 'unload' the belt...

As is, the GB has hands, use them... there are plenty of big guns for Borgs and PA the GB should be able to use.
Like with a 40mm automatic grenade launcher adapted for borg/PA use, one that can fire a 10 round burst, and considering the effects of 10 frag grenades, will likely ruin anyone's day... Load up AP grenades, and you can deal as much damage in a 10 round burst as with a single shot of the BG, on top of a blast radius.
Also, such alternate weapons mean no boom from the boom gun, meaning GB can get into combat without deafening nearby allies.

Or just get wierd and find some way to mount/strap some of the Megaversal Legion infantry weapons to the arms of the GB... maybe get the FQ type GB, replace the built in arm weapons with Megaversal Legion based weapons (probably limited to pistol or small rifle based weapons)
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kevarin
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Re: recoil-dampening field

Unread post by kevarin »

well after thinking about it for a few decided that even if the legion had a few glitterboys
kinda hard to think thay could make the chrome armor without some help or some information in to how it was made and most governments and corps wouldnt normaly give that up
i think thay would expand on a armor system thay allready had
and just improve and rearm it so this is what i came up with people in my group want a super glittle boy but think this makes a little more sence would love some input on this power armor

counter strike mrk2 heavy assault exoskeleton
has all the same features of the normal counterstrike armor but has a little more armor
and no wings has a i-shield and a contra-gravity / I-Beam propulsion system

M.D.C
hands(2)-100
arms(2)- 250
legs(2) - 350
boom gun (1)- 150
retractable vibro-blades(2)-30 each
shoulder grenade launcher (1) - 40
head - 200
main body 650

SPEED
runninig :90mph
flying 500mph
range:unlimited

Statistical Data
height:13 feet
width:9 feet
length:6 feet
weight: 1.5 tons
physical strength :equal to a P.S. 40
power system: anti-matter average life 30 years

Weapon systems
1. ML mrk1 boom gun
for the sake of a hole lot of typing the same stats as a normal boom gun
with the addition of a recoil dampening field generator and the gun cannot
be used while in flight (rdf field draws to much power )
other changes listed below

shell speed : mach 6 (raised speed from the rdf )

damage :4D6x10 M.D(the rdf should increase the speed of impact so raised damage 1d6)

range ;12,000 ft (gave it extra 1000 ft from the faster speed )

payload :150 rounds

Rate of fire : can fire a two round burst but has a 30% chance to overload the
recoil dampening field and throwing the armor back 30 feet and the gun must be shut down
and the field generator reset befor it will fire again(takes 4 melee actions)

2.Plasma blaster
a medium plasma blaster mounted on the arm opposite the boom gun
and is used for close in support

Primary Purpose: Anti-armor

Secondary Purpose: Defense

damage 1D4x10 M.D.

Rate of fire : Equal to hand to hand

range 2000ft payload :effectively unlimited


3. Grenade launcher
rapid-firing gernades,fed from a back-mounted magazine, allow the counterstrike to saturate an area with grenades.The standard issue of this weapon are fragmentation grenades.
The grenades can also be primed to explode in the air ,which makes them useful against aircraft and enemy missile.The launcher can fire single shots or full auto

Primary Purpose:anti-personnel

Secondary Purpose: Defense, anti-aircraft

Mega-damage; Each grenade does 3D6 M.D. to a 30 foot(9.1m) area.
A burst of three grenades does 3D6+6M.D.to a 60 foot (18.3m) area.
A long burst (10 grenades; counts as two melee attacks) does 4D6+6 M.D. to a 100 foot(30.5m) area.

Rate of fire : Single shot or burst

Range : 4000 feet

Payload : 30

6. Double Wrist Blades:
Two blades can spring forward from each side of the wrist of the power armor.
When energized,the blades can slash through M.D.C. materials with ease.

Primary Purpose : Assault

Mega-Damage : 4D6 M.D per slash

Rate of fire : Equal to hand to hand attacks

range : Hand to hand
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kevarin
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Re: recoil-dampening field

Unread post by kevarin »

ok which is a more reasonable suit of pa that wouldnt unbalance a game
the armor above or a USA-G10
with a inertia-shield and a boom gun with a recoil dampening field that can fire
a 10round burst and does 1D10x10 and have 2000 rounds (with no penalties)
and a heavy plasma blaster that does 1D6x10


i think this is way to much and unbalances the group but this is what the person
in my group wants to use this weekend i am thinking no it doesnt sound like a
reasonable suit of pa any thoughts on this idea would be greatfull
Last edited by kevarin on Wed Sep 24, 2008 7:54 pm, edited 1 time in total.
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Re: recoil-dampening field

Unread post by AlanGunhouse »

Unless you happen to have one of the alien techs with your party, you probably can not do any of them. Still, it is your game, what do you think least abusive?
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kevarin
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Re: recoil-dampening field

Unread post by kevarin »

both power armors are supposed to be a armor
designed by the legion useing a men-rall remake of the
boomgun on a modified counter strike platform and a gb platform

and will be used with a group of other legion armor and a apc
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kevarin
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Re: recoil-dampening field

Unread post by kevarin »

the i-shield system it has a auto parry +3 which will stop any projectile shot at whatever its protecting
and if the parry misses the attack only hits at half damage it can be used 3 times a melee round
now if you have say 4 attacks and you parry the first three can it still reduce the damage to half on the last attack the way i read the book the answer is no but someone in group doesnt agree

second question is should the parry miss and reduced damage count as one of the three usages
for the i-shield i say yes
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kevarin
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Re: recoil-dampening field

Unread post by kevarin »

well i just hope someone will answer this time i miss typed the damage for the gb boom gun it was 1D20x10 we finally decided to just have a battle to see which armor was better the fight went down to who got the better parry rolls and the counter strike version won was wondering if anyone would mind useing this armor or trying it out in a few battles to see how it works out for them
we will be useing it in our game now but would like to get other peoples input on it
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Re: recoil-dampening field

Unread post by csbioborg »

and yet 20th centuary HU eugenics charecters are more advanced lol

or at least can be
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Re: recoil-dampening field

Unread post by AlanGunhouse »

Since When does HU have anything to do with Rifts, it is a parallel world. Things are similar, but being more advanced in one field than the other world is not at all strange.
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Re: recoil-dampening field

Unread post by Chad »

kevarin wrote:the i-shield system it has a auto parry +3 which will stop any projectile shot at whatever its protecting
and if the parry misses the attack only hits at half damage it can be used 3 times a melee round
now if you have say 4 attacks and you parry the first three can it still reduce the damage to half on the last attack the way i read the book the answer is no but someone in group doesnt agree

second question is should the parry miss and reduced damage count as one of the three usages
for the i-shield i say yes

IMO? That is not how I think the I-shield works.
The 'parry' does not have anything to do with the pc's hand to hand. If it helps, don't think of it as a parry, but more like a target lock. The system can 'lock' onto kinetic attacks 3x/melee. If the lock is successful, the I-Beam works. If not, the shield is still in place and reduces the damage by 1/2.

If the 'lock' does fail, I believe that would constitute one of the three attempts.
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Re: recoil-dampening field

Unread post by glitterboy2098 »

yeah. the i-beam shield seems to function not unlike the "black box" devices in the Posleen war series by Ringo. a small device, built using alien derived understanding of physics, that when things are 'thrown' at it, it "throws back" with equal force, negating the imapact. so for example, a railgun round would just stop cold once it hit, since the device negates the momentum.
in the novels it was used to reduce the danger of falling (one character jumped off a cliff and survived, although the trees he fell through did a number on him..), and was mounted on tanks and IFV's to give minimal protection from the reletivistic kinetic handguns of the enemy...which could gut battleships otherwise...


now, i suspect if a glitterboy pilot joined the megaversal legion, the alien techs could rebuild his suit to have a I-shield for extra protection from kinetic hits and missiles, as well as replacing the RG-15 coilgun for a similar discarding sabot flettecht launcher that used I-beam tech for accelleration, but it's not something i'd normally allow.
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