Re: House Rules : Test Fight
CHARACTER CREATION
Generally this will be discussed in PMs.
*I do not mind how you create your character, roll or choose attributes.
HOUSE RULES
Main Game Rules
I grew up on the old Rifts Main Book, but the game is changing. To make sure we are all on the same page, we will be using the Rifts Ultimate Edition Rules, unless contradicted below.
***We are using the classic Weapon Proficiency rules***
As a general rule, in Palladium, if it contradicts itself, the newer book will be taken as accurate. In some cases, like the 3 or more versions of the Shifter OCC, each version can be used, as there may be various schools and such.
Character Build
*Most races are available in my games. If an OCC rules out a certain race without good reason, I will probably allow it against the book rule.
*Juicer, Borg (full conversion, or partial) and Crazy are player-augmentations. Minor psionic works a little like this as well.
By the books, generally the average person becoming a juicer or crazy often has to contract out to a nations' military in exchange for the process. In this case the various Augment-OCCs can be used. (Titan Juicer OCC, Crazy OCC etc.)
Sometimes an existing character will undergo the juicer or other conversion. In this case, only the abilities are added to the existing skills and abilities.
***Only one "CC" will be chosen***
Example :
- You can be a simvan monster rider (Use Simvan RCC from books)
- You can be a simvan monster rider, who left to become a bounty hunter (Use race abilities of simvan, but skills and equipment from Bounty Hunter OCC)
- You can be a simvan bounty hunter, who blew up, and is now a cyborg (Use racial abilities of simvan if still applicable, skills and equipment of bounty hunter OCC, and add bionics and bonuses of cyborg/cybernetics.
Actions Per Melee
Characters will NO LONGER receive any just for being a player character. Make sure you choose your hand to hand skills from the Rifts Ultimate Edition where it gives you 4 attacks to start for most hand to hand abilities.
Combat
Combat starts when one character makes a surprise attack, or action. All interested parties will roll initiative to see who reacts first.
*A surprise action will generally not take up an action.
When a fight is starting your first post should include an initiative roll, and your intentions for at least 5 seconds, more if possible. (Example : You shoot the gargoyle until it dies, then you try to start the stalled truck, unless more gargoyles show up, then you shoot them). Also please include plenty of strike, parry and damage rolls (and dodge if you plan on it).
***Physical Prowess bonuses will apply to all forms of combat***
- You should have a set of "base" combat rolls (# of attacks, Init, Strike, Parry, Dodge). This will be from character class, experience, attributes and skills. Spells and similar effects are added on top of this. Weapon proficiencies and robot combat type are added on top of these.
***CHARACTERS CAN CHOOSE TO BE IN "OFFENSIVE MODE" OR "DEFENSIVE MODE" AT START OF COMBAT***
Characters can toggle between offensive/defensive only at the start of an action. If offensive, the character must use 2 combat-actions before switching back to defensive at the start of his next action.
Offensive Mode : The character focuses everything on doing as much damage as possible without thought to their own safety. This generally means standing out in the open and blasting away. But the character could be partially hidden depending on cover available, or forcefields.
Bonuses : The character will have twice as many actions per melee!
Penalties : The character cannot dodge or parry, and if they do, they do so with no bonuses and it breaks the offensive mode.
Defensive Mode : The character splits his attention between defense and offense (this is just standard combat). This means the character is crouching, or popping in and out of cover to shoot. Moving to cover is generally a -3 to strike for any attackers, and shooting from cover generally makes it a called shot at -3 to hit you.
It takes an action to...
use a psionic
to draw a weapon, or a grenade etc.
arm a grenade (yes it takes 3 to use a grenade)
Put away a weapon (2 actions to switch)
Draw and pull an arrow (it would take 3 actions to make an aimed/called shot with a bow)
reload (2 if you want to keep the clip)
speak quickly/give an order/call for help
Ranged Combat
***We are using classic Weapon Proficiency rules***
***Distance and moving target penalties will factor on top of these rules***
There are 4 rates of fire for all non-mounted guns :
Single -- shotgun, bolt action, Rail Guns, single RoF (sometimes, "double-tap" is possible)
Standard (semi-automatic) -- can fire as fast as you can pull the trigger ("double-tap" is possible -- also uses one action)
Burst -- Usually a 3-shot burst (-1 strike IF weapon has recoil. -- "double tap" is still possible, two bursts are fired)
Full Automatic -- hold down the trigger/steady stream of shooting (same penalties as shooting wild. Uses at least 1/4 actions.)
There are 3 types of shots most characters can attempt to make with a gun :
Shooting Wild: -6 to strike (no strike bonus), but does not use up an attack, this means you can shoot at bad guys while dodging, or fleeing from battle.
Standard shot: Main body shot. (standard rules) *Natural 1-4 is a miss.
Aimed/Called shot: (takes two actions) The shooter cannot be moving. The Sniper skill can only be added to this type of shot. Strike MUST be higher than 8. Natural 1-8 is automatic miss on the called shot! GM may choose additional penalties based on target size. A miss will hit the main body instead (unless natural 1-4)
Bursts and Sprays:
Burst: Many guns have rules for a 3-shot burst. Counts as one action. (-1 strike if weapon has recoil)
Burst Spray: Same as above except is 2-rapid bursts consecutively (-3 strike if weapon has recoil). Can be at same target, or sprayed at up to 3 targets (-6 strike(roll once for all targets), 1/6th damage each).
*Some weapons will fire more than 3-round bursts. They may be 5, or 10-round bursts. In any case, half of rounds miss, and damage is split evenly among targets. 3 targets per action. (if group of more than 3, it will be random who takes the hits).
Dodging Projectiles: (guns, missiles, etc):
Point blank range (10 feet) no penalty (parry is also possible if close enough.)
Close Range (50 feet) -5 to dodge (-4 if an arrow)
Over 50 feet -10 to dodge (-8 if an arrow)
DODGE avoids one attack, rolled at the time, that you knew was coming, costing one action.
AUTOMATIC DODGE avoids one attack, rolled at the time, that you knew was coming, costing no actions.
MULTIPLE DODGE avoids all attacks that round, rolled once, whether you knew it was coming or not, costing one action at the start of the round (and possibly penalising other actions in it unless you have suitable skills, as you're ducking and diving).
Range Penalties
Pistols are -1 to strike for every 50' after the first hundred feet.
Rifles are -1 to strike for every 100' after the first three hundred feet.
Targeting moving objects
The attacker is -1 to strike for every 10 mph the target is moving (perpendicular).
A missed called shot usually hits the main body (except in exceptional circumstances or firing at extremities), it is not a miss.
New Sniper Skill Rules
Starts with +2 strike on aimed shot with rifle. Gets another +1 every other level. At level 5, character suffers no penalties for firing under 1000 ft, and only half penalties beyond. So a lvl 7 sniper will have +5 strike for the skill, and only -1 for every 200 ft beyond 1000ft.
Attacks from a character with the sniper skill will do double damage (critical) if the target is caught unawares. Generally after the first strike, a target will dive for cover or at least try to move evasively. Damage is no longer doubled at this time.
Ammunition: (Mostly Provided by Darkside Trooper)
*ALL Rail guns are single-slug firing weapons like the movie Eraser.
Below are the damages for the most common conventional ammunition. Some of this ammo is MDC, but most are SDC.
Note: For game purposes silver rounds do the same damage as the SDC ball ammo.
Automatic Pistol Rounds
4.7x33mm Caseless ball 4d6 SDC per round
4.7x33mm Caseless SLAP 1d3 MDC per round
9x19mm 3d6 SDC
9x19mm hollow point 3d6+6 (-2 to AR)
.40 S&W 4d6 SDC
.40 S&W hollow point 4d6+8 (-2 to AR)
.45 ACP 5d6 SDC
.45 ACP hollow point 5d6+10 (-2 to AR)
10x25mm 5d6 SDC
10x25mm hollow point 5d6+10 (-2 to AR)
Note: All explosive automatic pistol rounds do 1d2 MDC per round.
Revolver 'long' Rounds these rounds are longer then your typical automatic pistol round. As such they do more damage.
.38 Special 4D6 SDC
.45 Long Colt 6d6 SDC
Note: All revolvers can fire ramjet rounds which do 1d4 MDC per round
Shotgun rounds
12 Gauge Buck shot 5d6 SDC (+3 to strike)
12 Gauge Solid Slug 7d6 SDC
12 Gauge Solid Slug hollow point 7d6+14 SDC (-2 to AR)
12 Gauge Explosive Shell (Fragmentary): 2D6 M.D. to a 10 foot (3 m) area
12 Gauge Explosive Shell (Plasma): 3D6 M.D. to a 6 foot (1.8 m) area
12 Gauge Armor-Piercing Ramjet Shell: 4D6 M.D. (cannot be used with pump action shotguns)
PDW rounds These weapons are compact like a SMG but fire ammo with the penetrating power of a rifle. There are even pistols that can fire the same ammo.
4.6x30mm 3d6+6 SDC
4.6x30mm SLAP 1d3 MDC per round
5.7x28mm 3d6+6 SDC
5.7x28mm SLAP 1d3 MDC per round
Rifle/Machinegun Rounds
5.56x45mm ball 5d6 SDC per round
5.56x45mm SLAP 1d4 MDC per round
7.62x51mm ball 6d6+3 SDC per round
7.62x51mm SLAP 1d6 MDC per round
.40-82 Winchester ball 4d10 SDC per round
.40-82 Winchester ramjet 2d6 MDC per round
12.7x99mm ball 10d6 SDC per round
12.7x99mm SLAP (Saboted Light Armor Piercing) 1d10 MDC per round
Big Bore series
Bandit Big Bore Revolver: Fies a ramjet round that does 2d6 MDC per round, plus the knock down as listed in the New West book.
Big Bore shotguns: Fire a monstrous 4 gauge shotgun shell.
4 Gauge Buck shot 6d10 SDC (+3 to strike)
4 Gauge Solid Slug 8d10 SDC
4 Gauge Explosive Shell (Fragmentary): 4D6 M.D. to a 15 foot area
4 Gauge Explosive Shell (Plasma): 6D6 M.D. to a 9 foot area
Pump Pistol Originally from Europe, the Pump pistol fire a 24mm round that is not compatible with shotguns.
24mm Pump Round (standard) 4d6 M.D. to a one foot area
24mm Pump Round (DU) 6d6 M.D. (prevents regeneration of supernatural beings)
Note: This round is not known of outside Triax and the NGR.
Energy Weapons Ammo:
Using the below information the payload of energy weapons will change. For example: In a C-18 energy pistol does 2d6 MDC (12 MDC total). Just divide 180 by 12 to determine the payload, which in this case is 15 blasts. In the case of the C-27 Plasma cannon which does 6d6 MDC per shot, you will have a payload of 40 blasts. I am sure you'd rather have 40 blasts vs the 10 blasts listed in the books.
Energy Pistol Magazines: Palladium books identifies these as 'Short E-clips'. They can be used with Energy rifles but the payload will be reduced to only one fourth. Energy Pistol magazines store enough energy to do up 180 MDC of damage.
Energy Rifle Magazines: Palladium books identifies these as 'Long E-clips'. They CANNOT be used with most energy pistols, or PDW's. Energy Rifle magazines store enough energy to do up 720 MDC of damage.
Energy Canisters: Usually serve as a back up power source or as the energy source for large weapons that deal high amounts of damage. Energy Canisters store enough energy to do up 1440 MDC of damage.
Power packs: Will link into the same place the energy magazine is inserted. This means if you use the power pack you will not be able to use a magazine. Energy Power packs store enough energy to do up 2880 MDC of damage.
Misc bonuses:
A scope adds +3 to strike when zoomed in, but can only be used with aimed/called shot.
A spotter assisting you +3 to strike
A tripod/bipod adds +2 to strike
Some sort of brace (other then a tripod, when there is no tripod) +1 to strike
Kneeling position +1 to strike
Prone position +2 to strike
Melee Combat
Anyone may parry a supernatural strike, even a mush SDC human, at a -5 penalty. *Some GM decisions will have to be made, as a human cannot parry a dragon punch, or other issues may arise.
Paired Melee Weapons : You can engage multiple targets. This allows you to strike and parry in any combination up to once per weapon per melee action.
Storing Spells
A mage may cast a non-self-casting spell (level 1-9) and store it in one of his hands. His hand will remain "occupied" and cannot hold anything else. It is surrounded by a glowing ball, and can be released at any time as long as the spell's duration is still active. (The duration counts down twice as fast while being stored).
*If the mage is disturbed violently while storing a spell, it will explode, causing 1D6 MD per level of the spell and the PPE wll be lost.
*Paired weapons will allow more than one spell to be stored.
Saving Rolls
When players fall under attack by subtle psionics or magic, I will make all the necessary rolls and describe the effects in the story (obviously this need not apply if you have been blasted with eldritch fire, but hypnotic suggestion is more insidious).
Also, if an unpowered person is unaware that they are being attacked psionically or magically they do not get a save - the power automatically works. The same goes for players when you use your powers on any unsuspecting Coalition soldiers or sympathisers - if they don't know that psychic or magical powers are being employed then your powers will automatically work.
Should the victim be a psychic or mage themselves however they will sense the power forming and will know without a doubt that they were attacked, allowing them a save (Psychics can sense psionics, and mages can sense magic).
If the victim is a "master psionic" they will sense exactly who attacked them, revealing the location of the attacker if they were hidden.
Physical Strength
This rule applies to every character, but it was designed for large robotic and supernatural creatures in order to allow for a Dragon to be far stronger than a Brodkil, without allowing them to do 3 million MDC per punch.
All characters, when calculating how much they can lift, carry or throw add their physical body weight to the 'carry' total (just their 'flesh' and 'bones') and uses the new base number to calculate their 'lift' amount.
Example - Bob the Brodkill can normally carry 1,300lb's and lift 2,600lb's with his PS of 26. Now he adds his weight (350lb's) to this to let him carry 1,650lb's and lift (with difficulty) 2,350lb's.
And now practically nothing can escape the grasp of a dragon, which is how it should be.
Magic and the Supernatural
Resurrection
Player characters may not possess any means of restoring permanent life to others. (reason being: it is anti-dramatic when characters are simply brought back to life after dying in battle, or sacrificing themselves).
Vampires slow bite or necromancer abilities are still fine, coming as they do with their own unique drawbacks.
Metamorphosis
Whether accomplished by spell, natural ability or other means, all metamorphosis powers will allow the user to create clothing but not armour. The clothes created can be of any style but remain part of the metamorph's body for all purposes. The clothes provide no protection from damage or the elements and can at best provide simple colour-based camouflage (i.e. a green forest pattern).
Natural MDC
MDC skin is like a tough leather when attacked by SDC weapons. Blades will slide harmlessly across it, bullets will bounce off as though they've hit a soft, resilient surface and fire or energy attacks will only leave a stain. Against MD force however, it becomes on par with the rest of the environment. MD blades and energy blasts/rail gun fire will pierce the skin, causing wounds and pain. No serious damage (barring called shots) will occur until the MDC is depleted, when serious wounds and hit points start to be talled.
Example - you could shoot a Deevil in the chest with 12 rail gun slugs. All will have pierced the skin and left ragged bleeding holes, but until his MDC runs out they won't kill him or damage any vital organs or bones. This allows for most supernatural creatures to flee, and regenerate but provides a dramatic visual effect for such battles (And to clarify, in one of my live-rifts games, I allowed a Battle Magus to kill a Deevil in one shot to the eye - she succeeded in the called shot and such, and an eye ball doesn't have much MDC).
I know this makes a GM call necessary often, but that is okay - I just don't like the idea of a rail gun round bouncing off a demon but still doing full damage - there should be a flesh wound. With synthetic MD armour I imagine more cratering and searing to provide the visual for impact damage.
Vampires
I am very particular about my vampires.
Vampires in movies : The closest to how I portray them is John Carpenter's Vampires, followed by Stakeland and 30 Days of Night.
Vampires are not generally affected by water at all, holy, flowing or not.
Vampires cannot turn into bats, or wolves.
Vampires are not compelled to sleep during the day, their need to sleep is no worse than that of a human - they are however more likely to do so.
Vampires do not have to sleep on soil, or in a coffin. Many do, but this is their choice, not an arcane compulsion.
A vampire's skills are not frozen when they are turned.
Crosses, and other religious-based myths do nothing - they make no sense.
The slow kill vampire bite, takes 3 days to complete its tranformation instead of 6. All associated durations are halved.
I generally don't use vampire intelligences. Not saying they don't exist, but they will never be in any of my games, even if I eventually write a game where the group wipes out teh vampire kingdoms, the intelligences will not be there. They are silly.
Vampire immunity is no longer 'absolute' - as with other 'natural' MD creatures they also are not "immune" to all attacks other than their weaknesses. A blast to the face from a rail gun will not bounce off leaving the vampire unmarked, but rather will leave a gaping hole that rapidly heals over; Fortunately for the vampire, it has no need of its head and can continue fighting with just a few moments blindness. The "life" of a vampire generates from the heart, until it is destroyed/incapacitated (requiring silver, wood or another appropriate weapon to prevent it almost instantly regenerating), any body parts still attached to the heart can still move.
Werecreatures
If they weren't before they are now considered "Creatures of Magic". This means their biology doesn't have to make sense.
Specifically:
They do not require sleep or rest but often enjoy doing so.
They feed on flesh as much from hunger as any actual biological need.
Like vampires and creatures with MD skin, attacks do not bounce off them, nor do they 'instantly heal' in milliseconds. Instead a were's body is magically sustained, even with severe internal damage. A rail gun round to the head will blow a hole through flesh and bone causing considerable pain, however their body will still function at 100% (well maybe 99%) even with that gaping hole through its brain. Over the next couple of seconds the creatures healing comes into effect and operates in much the same way as the house-ruled vampires.
When in human form a werecreature lacks supernatural strength and is susceptable to all forms of damage that would affect a mortal being of their type, they cannot however, be killed by this damage - only hideously wounded, returning to their natural form when 'killed'. This damage must then be regenerated as normal.
Learning Spells
The base skill for learning spells is:
35% +5%/level (of the mage) + IQ bonus + Level of teacher - Spell level learning.
Example: 5th level mage with average IQ trying to learn Carpet of Adhesion from a 10th level mage.
61% (35% + 20% for level of student) + 0 (IQ bonus) + 10 (level of teacher) -4 (level of spell)
The test is a straight roll of the dice, if you fail you do not learn the spell, but can try again later at +5%. If you pass you learn the spell without problems.
Cost of Standard Invocation Spells
(This may be raised for particularly rare or powerful enchantments)
Level 1 - 5000
Level 2 - 10,000
Level 3 - 20,000
Level 4 - 30,000
Level 5 - 40,000
Level 6 - 70,000
Level 7 - 90,000
Level 8 - 120,000
Level 9 - 160,000
Level 10 - 250,000
Level 11 - 350,000
Level 12 - 500,000
Level 13 - 650,000
Level 14 - 800,000
Level 15 - 1,000,000
Body Armour and Magic/Psionics
First major point is for psionics. Coalition Master Psionics use environmental armour, and some of the best around as standard issue armour. If it blocks psionics or weakens them this armour would be a problem.
I like the idea of anything listed as Exoskeletons, and Power Armour completely blocks mind/body effecting powers. And masks PPE energy, and scent in turn, if worn by a mage or psionic.
Same for vehicles, as long as the vehicle is sealed. So, a Coalition APC full of prisoners will be blocked - 4th platoons' Trailblazer ATV wont block the passengers from the Dog Packs.
Psionic Detection
As with 6th Sense, certain psionics will be constantly active unless the Psychic consciously surpresses them. The GM will inform you via PM what you sense or detect as opposed to the players having to ask if they detect anything. These powers include:
Presence Sense
Sense Evil
Sense Magic
Sense Psionics and Magic
Clairvoyance
(thats all I can think of so far)
Players can still remind me... ISP will only be subtracted once, when the power activates.
6th Sense
6th sense deals with seeing into the near future - and therefore is usually used as a GM tool in story telling. But often it becomes a players defense against incoming attacks. The problem comes in when the player takes an action that causes a chain of events that results in potential danger to that character - which should give the character a 1 minute warning before he makes that decision - but this is impossible in this game - we would have to actually be psychic in order to use 6th sense the way it should be used...
So some GM rulings should clear up any confusion - external examples of 6th sense would be Spider Man's spidey sense and the Jedi.
I believe that 6th sense is more than the ability to sense danger - it is a sense that is always active. Spider Man reacts quickly when he enters a fight and his spider sense warns him of each and every attack coming his way - giving him a chance to avoid ALL incoming attacks. 6th sense should function like this as well.
So the problem then comes with the initiative bonus. The psionic says no surprise attacks - and it gives +6 to the initiative roll. The definition of surprise attacks now comes under magnification:
Sitting in a cafe, sipping tea when a crazed Larmac charges in to eat your face : you would be warned psionically of danger 1 minute before he was to bite your face.
Same situation. Only the crazed Larmac comes in to bite someone else's face. After the face has been eaten, our psionic walks up to the Larmac and slaps him in the face - whatever the Larmac does next is absolutely not a surprise (except possibly to the player of the character who did it) attack. Even a dog (but not necessarily a player) would realize that sort of gesture would result in retaliation.
Perhaps a 6th sense would warn a player character that their attack will cause a dangerous retaliation - if common sense had not already done so. In this case it would be up to the player to take this into consideration - if you are about to attack - and you see potential danger from doing it - than your 6th sense goes off.
So in our cafe scenario - the psychics 6th sense would go off as he decides to slap the Larmac in the face. He decides to do it anyway. And a battle begins - both parties roll for initiative. The psychic DOES NOT get his +6 because he knew EXACTLY what would happen. He would still get a normal roll for initiative - and full bonuses to parry and dodge.
The +6 initiative ONLY applies in surprise attacks. The GM will decide what a surprise attack is.
Technology and Weapons
Juicers (This also applies to Lanotaur Hunters)
All juicers now have an additional +5 attacks, on top of whatever is listed in the books.
Non Juicer armour costs 10% more to allow for bio comp and harness to fit.
Environmental body armour reduces dodge bonuses for a juicer by -1 per % point of prowl penalty.
*Some armors are special-made for juicers - meaning their specially designed to least inhibit a Juicer's enhanced reactions. Armors without this marker suffer the full penalty to their dodge (as the armor degrades, it becomes easier to move in because parts are missing), in addition to the cost increase for the special redesigns for the bio-comp and drug harness. Juicer armors, such as the CA-5 or the Juicer Assassin Armor, suffer only half of these penalties.
Juicers cannot dodge 'any and all' attacks as printed in the book - they (mostly) have no supernatural ability to detect hostile actions. Although they do often have advanced hearing and sight, they cannot defend against surprise/unknown attacks any better than anybody else, which is usually not at all.
Full Conversion Borgs
Full Conversion Borgs may choose an equivalent Robot Combat Pilot elite for their cyborg model and enjoy the same bonuses.
Crazies
All Crazies can enjoy +1 additional attck on top of what is book-listed.
Tanks and APCs
All military armoured vehicles (tanks and APCs and that stupid EPC from CS War Campaign) have twice the number listed in the books for their MDC capacity.
If they had 700 main body - they now have 1400.
Note: This includes 'giant' robots - such as the Coalition Walkers, Triax devestator, etc, with the threshold for 'giant' generally being somewhere around 15' or so. No, Glitterboys don't count even if they're on stilts.
All military armoured vehicles (tanks, APCs, Walkers, Giant Robots) do more damage than listed in the books with +50% range, secondary weapons now generally do their listed damage or that of the manufacturing powers standard single-shot rifle, whichever is greater.
All *Main Guns* do twice as much damage as listed.
Example:
The UAR-1 Enforcer is a 20' tall, 18 tonne war machine.
Classic House Rules
Main Body MDC 350 700
Head MDC 90 180
...etc
C-50R Railgun 1D6x10 MD, 4,000' 2D6x10 MD, 6,000' (double damage, +50% range)
CR-2T Lasers 2D6/4D6 3D6/6D6 (replaced by the standard 3D6 of the C-14)
Glitterboys
Boom Guns now critically hit on a natural 19. On a 19 they do double damage, and on a natural 20 they do triple damage.
Weapons Systems skill
In some cases the skill Weapon Systems can be used to lock onto a target to increase the strike roll on the PC’s next attack, or be used to 'lock up' and strike multiple targets when using missiles. The character gains a bonus of +2 to strike, added to their vehicle/mecha/WP strike bonus. In the case of missiles this replaces the +3 to strike they normally receive. The use of Weapon Systems takes up one melee action/attack. A failed roll means that the attack receives no strike bonus what so ever (straight dice roll), of course the PC can use there next action to attempt a lock on again, instead of firing missiles.
Missiles
There are four main catagories of offensive missile with the following special effects:
High Explosive
Damage plus Knockdown on man-sized targets (Lose two attacks plus fall prone).
50% Knockdown on large RPA suits and similar (Lose one attack plus fall prone).
50% Stun on larger targets (Lose one action from all crew).
Increase size of 'normal' targets with the larger warheads (An SRM will knock down a Glitterboy, an MRM an Enforcer, an LRM a Behemoth).
Fragmentation
Full damage to all targets in blast radius (Except multiple hit locations on a single target, which take half as usual).
Requires two actions to attempt to dodge the area of effect.
Double strike bonuses when used as countermissiles.
AP
Double Damage 16-19, Triple Damage on a Natural 20.
Half strike bonus when used as countermissiles.
Plasma
Target cannot Roll with Blow to reduce damage.
+2 strike bonus when used as countermissiles.
NB. Plasma missiles are unique in that they can be detonated 'in the tube' by enemy fire. Be aware of this risk.
Missiles come in four main sizes - all are 'guided' in the sense that they are programmed with an aiming point when fired and home in upon it (allowing some of those odd missile launcher positions on RPA suits to work) but only true 'smart' missiles are able to update their targetting in-flight for greater accuracy.
Standard dumb-fire missiles have no additional bonus to strike.
Basic 'guidance' systems range from +1 to +3.
True 'Smart' missiles range from +3 to +5 and can attempt multiple aquisitions in the event that they miss.
Bonuses higher than +5 are extremely rare and generally the province of true 'near-sentient' onboard robot brains.
Mini-Missiles
Ranging from the size of a drinks can to no larger than a wine bottle, these are the default missile system fitted to most RPA and missile-defence units as well as those most commonly fielded in infantry launchers.
Warhead Damage Blast Radius Range Speed M.D.C.
H.E. 5D6 5' 1 mile 600mph 2
Frag 5D6 20' 1 mile 600mph 2
A.P. 1D4x10 - 1 mile 1,000mph 4
Plasma 1D6x10 10' 1 mile 600mph 2
Short Range Missiles
Approximately the size of modern surface-to-air and air-to-air missiles, these are the largest size of missile that can be reasonably carried by an infantryman and are anything between four and six feet long.
Warhead Damage Blast Radius Range Speed M.D.C.
H.E. 2D6x10 10' 5 mile 800mph 5
Frag 2D4x10 30' 5 mile 800mph 5
A.P. 2D6x10 - 5 mile 1,500mph 8
Plasma 2D6x10 20' 5 mile 800mph 5
Cluster 4 Mini-missiles fired at point of delivery (+3 to Strike)
Medium Range Missiles
Sized to be used by large armoured vehicles and stand-off aircraft, these are simply not man-portable in any meaningful fashion, ranging in size from eight to ten feet in length and generally serving in the role of primary armament.
Warhead Damage Blast Radius Range Speed M.D.C.
H.E. 3D6x10 20' 30 miles 1,200mph 10
Frag 3D4x10 40' 30 miles 1,200mph 10
A.P. 3D6x10 - 30 miles 1,800mph 15
Plasma 3D6x10 25' 30 miles 1,200mph 10
Cluster 12 Mini-missiles fired at point of delivery (+3 to Strike)
Cluster 4 SRM's fired at point of delivery (+4 to Strike)
Long Range Missiles
True vehicle-only systems, LRM's are rarely smaller than fifteen feet long and carry a range of high-powered ordnance - relatively few giant robots and their ilk can manage the weight of such weapons and their delivery systems.
Warhead Damage Blast Radius Range Speed M.D.C.
H.E. 1D4x100 30' 400 miles 2,000mph 20
Frag 1D4x100 60' 400 miles 2,000mph 20
A.P. 1D6x100 5' 400 miles 2,400mph 40
Plasma 1D6x100 40' 400 miles 2,000mph 30
Cluster 24 Mini-missiles fired at point of delivery (+3 to Strike)
Cluster 12 SRM's fired at point of delivery (+4 to Strike)
Cluster 4 MRM's fired at point of delivery (+5 to Strike)
Nuclear(Tactical) 3D6x100 120'* 400 miles 2,000mph 20
Nuclear(Strategic) ** ** 1,200 miles 2,200mph 30
* - Tactical Nuclear Missiles do full damage out to 120', half damage out to 240', one quarter damage out to 480' and one tenth damage to 960'. SDC effects are tangible out to double this.
** - Strategic Nuclear weapons blow things up on a profound scale - there's no need to provide damage stats for such a weapon - either the target is killed or it isn't. Think Independance Day or Hiroshima.
For conversion processes, most units that once carried MRM's are now toting SRM's, most that toted LRM's are now carrying MRM's, with the obvious exception of true warships (naval or space) and similarly massive armoured vehicles.
This message was last edited by the GM at 23:17, Sun 02 Dec 2012.